The Elder Scrolls: Arena - Modding Tool
Posted: March 23rd, 2013, 5:34 pm
Some of you might know I've been working on a TES Arena modding tool called "Arena Modder" since September 2012.
The most recent version is 0.95:
http://www71.zippyshare.com/v/53788214/file.html
NOTE: The program only supports 24-bit BMPs, NOT 32-bit! Importing a 32-bit file will add/replace it and set its size to 0! (which means, the program will delete it on save afterwards)
Info on INF files:
Inf files contain info about Textures, Sounds, Monsters, Sprites and Popup Messages (like in the Demo Dungeon).
Info from Terminator Rampage:
Some deeper explanation:
By writing more variables below eachother you set them all at once.
e.g.:
will set boxcap3, boxside0 and door2 set WallA, which has 5 entries.
setting a value again will add it instead of replacing the old value.
e.g.:
will add mural1 and mural2 to the possible variations of DOOR1.
Items can be removed from a variable by putting "-" infront of them:
This will let item3 spawn as barrel, but not as a rat as it is set by default.
Sounds are not bound to variables, instead they are declared with their name, followed by their ID on the map.
The IDs have no particular order. The sounds are normally ordered alphabetically.
e.g.:
Texts are definied like regular variables, but can have multiple lines.
Questions can be defined like this:
This will let the player enter a string and then compare it with the correct answers.
I don't know what the ^100 90 exactly does.
Example for a question:
I made another very little tool for editing fonts used by Arena, called Arena Font (Version 0.1):
http://www66.zippyshare.com/v/66815026/file.html
The most recent version is 0.95:
http://www71.zippyshare.com/v/53788214/file.html
NOTE: The program only supports 24-bit BMPs, NOT 32-bit! Importing a 32-bit file will add/replace it and set its size to 0! (which means, the program will delete it on save afterwards)
Info on INF files:
Inf files contain info about Textures, Sounds, Monsters, Sprites and Popup Messages (like in the Demo Dungeon).
Info from Terminator Rampage:
Code: Select all
# Use <#> for comment lines
# Use <@> to define FLOORS, WALLS, FLATS, SOUND, and TEXT
# Use <*> to define LEVELUP, LEVELDOWN, TRANS, TRANSWALKTHRU,
# DRYCHASM, WETCHASM, LAVACHASM, DOOR, CEILING,
# BOXSIDE, and BOXCAP
# these images must be in the WALLS section
# *DOOR n n = 0=SWING, 1=SLIDE, 2=UP, 3=SPLIT
# *MENU nn nn = menu number
# *ITEM nn nn = flat itemList number (0-63)
# *BOXSIDE n n = box side number (0-15)
# *BOXCAP n n = box cap number (0-15)
#±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±
# flat modifiers
# Y:-30 raise the object up 50 pixels
# H:45 this object has 45 hit points
# F:1 you can collide with this object
# FI_COLLIDE EQU 01h
# FI_REFLECT EQU 02h
# FI_DOUBLE EQU 04h
# FI_DARK EQU 08h
# FI_TRANSPARENT EQU 10h
# FI_CEILING EQU 20h
# N:5 when hitpoints are gone display the next flat and
# show effect number 5
# S:3 play sound number three when hitpoints are gone
#
# 0 sofa1.img F:1 N:2
# 1 sofa1pow.img F:1
# 2 sofa1x.dfa
#
By writing more variables below eachother you set them all at once.
e.g.:
Code: Select all
*BOXCAP 3
*BOXSIDE 0
*DOOR 2
walla.set #5
will set boxcap3, boxside0 and door2 set WallA, which has 5 entries.
setting a value again will add it instead of replacing the old value.
e.g.:
Code: Select all
*DOOR 1
mural1.img
*DOOR 1
mural2.img
will add mural1 and mural2 to the possible variations of DOOR1.
Items can be removed from a variable by putting "-" infront of them:
Code: Select all
*ITEM 3
nbarrel.img
-rat1.dfa
Sounds are not bound to variables, instead they are declared with their name, followed by their ID on the map.
The IDs have no particular order. The sounds are normally ordered alphabetically.
e.g.:
Code: Select all
arrowfr.voc 2
back1.voc 3
bash.voc 5
birds.voc 1
bodyfall.voc 4
Texts are definied like regular variables, but can have multiple lines.
Questions can be defined like this:
Code: Select all
^100 90
[some text]
:[correct_variant_1]
:[correct_variant_2]
:[correct_variant_3]
:[correct_variant_4]
'CORRECT
[Bla]
'WRONG
[Bla bla]
This will let the player enter a string and then compare it with the correct answers.
I don't know what the ^100 90 exactly does.
Example for a question:
Code: Select all
*TEXT 0
^100 90
What's my name?
:hellfire2079
:hallfiry
:moe
'CORRECT
Yay, you know my name. Now you can
mod Arena...
'WRONG
That's not my name...
http://www66.zippyshare.com/v/66815026/file.html