Editing headers

ronis97

First time out of the vault
Hi guys! I wanted know if the headers can be modified and how?, Thank you, and excuse me if i had some problem with my english
 
Yeah, I want modify the cvgenenc.h for the robbers encounters, Can I modify that header and how?
 
You can use just use notepad if you want. All the header files do is define shortcuts in your script files (.ssl's) that then get "translated" when you compile them.

E.g. you have a header file with

#define herp 2

and a script with herp in it, then compiling the script changes all the herps into 2's.
 
You can use just use notepad if you want. All the header files do is define shortcuts in your script files (.ssl's) that then get "translated" when you compile them.

E.g. you have a header file with

#define herp 2

and a script with herp in it, then compiling the script changes all the herps into 2's.

What?, wait, for example I want modify the robber encounters in the caves, then I could create a new cvgenenc.h instead the existent one or how?
 
what I meant was, the header files themselves don't "do" anything, they're just supplements to the scripts providing shortcuts so you don't have to repeat the same thing over different scripts. So in the case of cvgenenc.h, it's associated with the cave01.ssl, cave02.ssl, etc. script files.

In these scripts, you have the lines:

Code:
procedure LoadCritters begin
   call Choose_Encounter;
   call LoadCritterPos;
end

These two procedures that get called aren't in the scripts themselves, but refer to the header file, where stuff like where robbers get placed gets handled. So while you can change the header files with anything from notepad to the script editor, you still need to compile the cave01, etc. scripts for these changes to actually matter (you can do this compiling with such a script editor, which you can find on this site, so I'd use that for convenience).
 
what I meant was, the header files themselves don't "do" anything, they're just supplements to the scripts providing shortcuts so you don't have to repeat the same thing over different scripts. So in the case of cvgenenc.h, it's associated with the cave01.ssl, cave02.ssl, etc. script files.

In these scripts, you have the lines:

Code:
procedure LoadCritters begin
   call Choose_Encounter;
   call LoadCritterPos;
end

These two procedures that get called aren't in the scripts themselves, but refer to the header file, where stuff like where robbers get placed gets handled. So while you can change the header files with anything from notepad to the script editor, you still need to compile the cave01, etc. scripts for these changes to actually matter (you can do this compiling with such a script editor, which you can find on this site, so I'd use that for convenience).

Thank you friend, but I already had done such thing, buth the damn cave still appears with radscorpions (I hate them, the are useless) and other creature, I would want moddify the rate of robbers encounters, e.g. I want 100% chances of appearing in caves. Can I do that? and also I like modify the traders inventory but I couldn, any Ideas?
 
Encounters are specified in WORLDMAP.TXT, friend. You can edit the random locations random encounter enemies spawn at in MAPS.TXT.
 
Encounters are specified in WORLDMAP.TXT, friend. You can edit the random locations random encounter enemies spawn at in MAPS.TXT.

Neh, you lie, The robbers encounter in the caves are specified in cave01.int, you can modify the rate of those encounters with 100% :) simply changing the procedure choose encounter in the line with the random(1,13) with random (13,13) granting 100% sucess only if your luck is 10. Thanks anyway :D
 
Back
Top