FATE: The Traitor Soul

FATE: The Traitor Soul

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Epic B Nov 28, 2016 @ 1:10pm
Modifying summon spells
I don't know if this is within any guidelines to ask (And it is something I would NOT do on my Steam copy of the game, only on a backup), but does anyone know if it's possible to edit the entries for spells in items.dat to be able to summon things you couldn't normally? I haven't tried. I know you can edit the fish (and even turn your pet into Kaos), but I haven't tried with summons. I know there are some things that enemies can summon that you can't.
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roark5t6 Dec 13, 2016 @ 10:26am 
Yes you can, it's pretty easy. Pull them up with a text editor, it's not hard to figure out.
Epic B Dec 13, 2016 @ 6:16pm 
Originally posted by roark5t6:
Yes you can, it's pretty easy. Pull them up with a text editor, it's not hard to figure out.
Okay, I'll try.
Epic B Dec 13, 2016 @ 8:02pm 
Update: I tried it and it broke the spell.
roark5t6 Jan 12, 2017 @ 6:59am 
To create a new summon, you need to copy and paste.

Find spells.dat. There's one in /Spells/en-us/, Realms/Goldshare/Spells/en-us/ and Realms/URGold/Spells/en-us/. Copy the contents of a similar summon spell from [spell] tag to [/spell] and paste it into the spells.dat

Change the <name> tag contents in the [Effect] block to the <name> tag of a monster in one of the many monsters.dat files. And of course change the name of the spell itself.

Then go to an item.dat and copy paste a spell from [item] to [/item] tag and replace the name of the spell in the [effect] block to the name of the spell you created earlier.

Overwriting data can be very problematic, but creating new data is simple and easy if you know where to go. Just remember duplicate names of anything can cause crashes, not always, but it can happen. Be sure whatever you create always points to unique data.

And don't give your starting pet healing spells. Just trust me. >.>
Epic B Jun 3, 2018 @ 6:59pm 
I actually figured it out. There are a number of summon spells in the game that only enemies can normally use but are shown in spells.dat, and adding a proper items.dat entry can allow the player to use them. For example, there is a Summon Demonling spell in spells.dat but no corresponding item for it. I copied and modified some data from another spell and it worked in the game just fine. This could open up a lot of possibilities to break the game but I'd only be doing it for fun.
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