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Re: Mod help?
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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. |
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? |
Re: Mod help?
Eh, yeah.
#weapon "Quarterstaff" #weapon 7 You only need one of those lines. Both give the quaterstaff weapon. |
Re: Mod help?
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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. |
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 |
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.
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Re: Mod help?
EDIT: Nevermind, I'm late and the questions I was replying to have been answered.
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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... |
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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