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-   -   Mod help? (http://forum.shrapnelgames.com/showthread.php?t=33798)

Burnsaber June 4th, 2009 12:49 PM

Re: Mod help?
 
Quote:

Originally Posted by Executor (Post 694403)
Hello people,
I've started my own mod nation and I have two quick question.
I've made a few commanders I want but they all have double weapons for some reason? Eg. two quarterstaffs, or even two special weapons that are built in, not carried. Why, and how do I fix this?

I haven't seen anything like this. Perhaps some copystat mayhem?

Quote:

Originally Posted by Executor (Post 694403)
Second question. So far all my units look the same, Agra Dis misborn to be exact, how do I use unit images from Dominions, Grand Thaumaturg or Ulm infantry or remake them the way I want?

If you want to use vanilla graphics, #copyspr is your command (see the modding manual for further detail).

If you want use modified vanilla graphics, I suggest you search for "Sprite Editing Tutorial", you should find the download for all vanilla unit image files there.

Executor June 4th, 2009 01:02 PM

Re: Mod help?
 
Thanks for the Sprite editing tutorial!

Here's one commander, which has two quarterstaffs for some reason.

#newmonster 2401
#name "Black Wizard"
#spr1 "./Mod/Misborn.tga"
#spr2 "./Mod/Misborn2.tga"
#descr "..."
#ap 12
#mapmove 2
#hp 10
#prot 0
#size 2
#str 10
#enc 3
#att 10
#def 10
#prec 10
#mr 18
#mor 20
#gcost 320
#rcost 10
#weapon "Quarterstaff"
#weapon 7
#holy
#startage 60
#maxage 75
#older 5
#itemslots 15494
#magicskill 1 2
#magicskill 5 3
#magicskill 8 3
#nametype 106
#goodleader
#end

Am I just missing the obvious here?

Burnsaber June 4th, 2009 01:18 PM

Re: Mod help?
 
Eh, yeah.

#weapon "Quarterstaff"
#weapon 7

You only need one of those lines. Both give the quaterstaff weapon.

lch June 4th, 2009 01:19 PM

Re: Mod help?
 
Quote:

Originally Posted by Executor (Post 694412)
#weapon "Quarterstaff"
#weapon 7

You can add weapons by their name or their ID. You're doing both at the same time.

Executor June 4th, 2009 01:22 PM

Re: Mod help?
 
Ah, I assumed you needed both, stupid assumption I guess.
Thanks for the help folks, I'll probably be back for more in a day or two.

Executor June 9th, 2009 07:04 PM

Re: Mod help?
 
Back, as promised. I'm half done with my mod nation, most of the units and their images are done I just have this one remaining problem,

What's wrong with this picture?

getspldscr: bad splnr

I'm assuming that means get spell description: bad spell number?
Just why does it appear?

#newspell
#name "Summon1"
#descr "Prazno za sada"
#fatiguecost 200
#damage 2420
#school 0
#researchlevel 3
#path 0 5
#pathlevel 0 3
#effect 10001
#restricted 75
#nreff 1
#end


#newmonster 2420
#name "Summon1"
#spr1 "./Vatras/Summon1.tga"
#spr2 "./Vatras/Summon2.tga"
#descr "..."
#ap 12
#mapmove 2
#hp 18
#prot 5
#size 2
#str 14
#enc 0
#att 13
#def 13
#prec 10
#mr 16
#mor 30
#weapon "652
#armor "Bone Shield"
#armor "Iron Cap"
#armor "Chain Mail Hauberk"
#undead
#coldres 100
#fireres 100
#poisonres 100
#nametype 105
#itemslots 15494
#end

Sombre June 9th, 2009 07:17 PM

Re: Mod help?
 
You haven't defined the unit before the spell to summon it, possibly. I'll have a look at it tomorrow if that isn't it.

Edi June 10th, 2009 02:32 PM

Re: Mod help?
 
EDIT: Nevermind, I'm late and the questions I was replying to have been answered.

Executor June 10th, 2009 04:27 PM

Re: Mod help?
 
OK, I'm back, Sombre, I have no idea what you said what so ever! You'll have to explain it as if you were talking to a little child!
I have to define the unit how?
What's my objective!?!?!?!?!?!?!!?!?!?

I guess modding isn't for anyone...

Sombre June 10th, 2009 05:45 PM

Re: Mod help?
 
Just put the chunk of code for the unit/monster before the chunk of code for the spell and see if that works.


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