Save editor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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glyn_ie
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Re: Save editor

Post by glyn_ie »

Jirodyne wrote:Hmm... For some reason... I can't use the editor? When I edit a save, even if I do NOT change anything, it will say a heading is missing when I exit it. And if I save the save after I open it to edit, it gives me an error when trying to load and I end up having to delete the save manually. Anyone know why it does this?
Now that I know what causes this problem I´ll look into fixing it.
isamu wrote:Glyn i can't thank you enough for this little utility man. Very useful! :)

Just a few suggestions for the next version please....

1)Implement a text string search function
2)Make the editor window stretch/scale-able, or perhaps even better, have the editor open up in Windows notepad/wordpad.

That's all I can think of for now. Great job! 8-)
Thank you for all the praise. It´s great to see people are enjoying it :)

I´ve been away in Europe for the past week or so, but when I´m back this Sunday I´ll look into creating a new version of the editor. It´s pretty straight forward to add the features you listed ;)
Last edited by glyn_ie on Mon Jul 30, 2012 10:18 pm, edited 2 times in total.
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Gotcha!
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Re: Save editor

Post by Gotcha! »

If I were you I'd use Cheat Engine. It's free and once you figure out how it works you can do anything with it.
A tip for using it with Grimrock in order to increase skillpoints: You need to set Value Type to Double.

Edit: Gawd, I was replying to someone's post, or at least I thought.
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glyn_ie
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Re: Save editor

Post by glyn_ie »

isamu wrote:Just a few suggestions for the next version please....

1)Implement a text string search function
2)Make the editor window stretch/scale-able, or perhaps even better, have the editor open up in Windows notepad/wordpad.
As requested, check the first post for version 0.3.0 ;)

The bug fix however for the data corruption isn't done yet. I'm a little busy at the moment but hopefully I'll get around to it soon.
isamu
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Re: Save editor

Post by isamu »

glyn_ie wrote:
isamu wrote:Just a few suggestions for the next version please....

1)Implement a text string search function
2)Make the editor window stretch/scale-able, or perhaps even better, have the editor open up in Windows notepad/wordpad.
As requested, check the first post for version 0.3.0 ;)

The bug fix however for the data corruption isn't done yet. I'm a little busy at the moment but hopefully I'll get around to it soon.
Thanks buddy I'll check it out 8-)
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glyn_ie
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Re: Save editor

Post by glyn_ie »

Alright everyone...I haven't tested this because...well, I wanted to get it uploaded. But there's a new feature in there for you. If it works, it should be pretty good for one last play through or something before the dungeon editor is released ;)

Any questions or faults, let me know.

EDIT: I should probably explain that the min and max values don't indicate current and maximum health. They are thresholds in which random numbers are generated. So if they match, the values are guaranteed to match those numbers, but if they're say 500 and 1,000 respectively, each monster will end up with different amounts of health. For example, one snail may have 575 and another may have 927 or whatever.

Also, like I've explained in the readme file, the default values are not always consistent with the game. For instance, there should be 39 uggardians roaming around in a new game. 38 of them have the default 235 health, but one of them has something like 635. If you apply the changes, the editor will override this, even if it's set to default. However, any monsters which are spawning during runtime will have their normal health values.

One last thing...applying these changes can take some time (maybe 1 to 10 seconds or so depending on your machine). It's not programmed especially efficiently so just wait until it says it's complete. ;) ...by the way, the health of all the monsters seems to be the same for easy, normal and hard new games. I guess the difficulty of the game is not made by modifying the health of the monsters, but by the damage dealt, received, monster behavior, etc. The editor just gives you the ability to change this.

...and as always, you still need to "Save" the file afterwards.


EDIT: Tested. Looks like it works ;)
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glyn_ie
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Re: Save editor

Post by glyn_ie »

You can now choose specific monster groups to edit, and set the monster's health to 0. If you do this however, it will break the game. All the monsters from the dungeon will be wiped out, but you will not be able to move into the spaces which they should have occupied! (So this means you can't even walk through the first level.)

So yeah, setting the monster's health to 0 is a bit of a pointless exercise. :)

Please let me know what you think of this monster health editor folks. Is anyone using it?
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petri
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Re: Save editor

Post by petri »

How about a feature that replaces spiders with green_slimes?
isamu
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Re: Save editor

Post by isamu »

petri wrote:How about a feature that replaces spiders with green_slimes?
Or replace the wardens with snails 8-)
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glyn_ie
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Re: Save editor

Post by glyn_ie »

petri wrote:How about a feature that replaces spiders with green_slimes?
Awesome idea! :)

Done. The new version will let you convert any type of monster to any type of monster. Only tested with snails -> crabs because all my saves are all over the place so I'm stuck on the first level. :)

EDIT: Just done some more testing. It's all good, and you can convert spiders -> green_slimes, petri will be pleased to know :) However there are two issues...

1) The conversion tool only converts the headers and monster name variables. So once the changes are complete, also use the health modify tool to reset the health of all those monsters. Otherwise you'll have green_slimes with the health of spiders or something ;)
2) The game sometimes has problems with sharing data from certain types of monsters in the state they may be currently in. I'm pretty sure you can still convert any monster to any monster, and most of the time it will work, but test your changes one at a time. If there is an error, the game will crash. (Cube's are particularly troublesome because they have very different actions. For example, they don't have an "attack" animation.)
Last edited by glyn_ie on Mon Aug 13, 2012 2:25 pm, edited 3 times in total.
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Thels
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Re: Save editor

Post by Thels »

glyn_ie wrote:Only tested with snails -> crabs because all my saves are all over the place so I'm stuck on the first level. :)
You can definitely say you're stuck on the first level if all your snails are replaced by crabs :P
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