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Re: Modding: like this?
Whats wrong in this one:
-- The spell to summon Auroras #selectspell "Sanguine Heritage" #clear #name "Summon Aurora" #school -2 #researchlevel 4 #path 0 3 #path 4 3 #pathlevel 0 3 #pathlevel 1 3 #fatiguecost 1500 #precision 100 #end |
Re: Modding: like this?
Well, #clear and #name don't work for spells. http://forum.shrapnelgames.com/images/smilies/frown.gif Names can't be changed.
Other than that, the #path and #pathlevel commands are wrong. To choose paths for a two-path spell, you have to have #path 0 P1 #path 1 P2 #pathlevel 0 L1 #pathlevel 1 L2 where P1 is the first path (0=fire, 1=Air, 2=Earth... 7=blood, 8=holy, 9=unholy) and P2 the second path. L1 and L2 tell how much of that magic is needed. To change something to require FFFSS, you would have to choose: #path 0 0 #path 1 4 #pathlevel 0 3 #pathlevel 1 2 And precision doesn't do anything in non-combat spells, AFAIK. |
Re: Modding: like this?
I can't get the spell to work but meh, I'll make it an unit recruitable only at the capital.
Can you tell me why this weapon isn't working? #newweapon 925 #name "Auroralic Strike #aoe 1 #dmg 10 #at 0 #def 0 #len 2 #magic #shock #armornegating #sound 24 #secondaryeffect 114 #end -- This is the short range strike of Auroras |
Re: Modding: like this?
Because a " is missing after the #name line perhaps.
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Re: Modding: like this?
Ah, that must be it.
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