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-   -   Modding: like this? (http://forum.shrapnelgames.com/showthread.php?t=24154)

Nerfix June 14th, 2005 02:30 PM

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

Endoperez June 14th, 2005 03:25 PM

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.

Nerfix June 14th, 2005 05:17 PM

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

Johan K June 14th, 2005 05:33 PM

Re: Modding: like this?
 
Because a " is missing after the #name line perhaps.

Nerfix June 15th, 2005 10:59 AM

Re: Modding: like this?
 
Ah, that must be it.


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