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-   -   Modding tips and tricks (http://forum.shrapnelgames.com/showthread.php?t=42570)

Sombre July 30th, 2009 06:14 AM

Re: Modding tips and tricks
 
Firstshape changes take place at the end of the turn, or at the end of any battle.

Gregstrom July 30th, 2009 06:19 AM

Re: Modding tips and tricks
 
Hmm. This gives me an idea or two - a summoned commander who can change shape to a (more powerful?) form at the cost of a turn's vulnerability, or alternatively a set of non-commander summons who can get better stats and equipment after being GoRed.

chrispedersen July 30th, 2009 11:26 PM

Re: Modding tips and tricks
 
I have a TC spell
Angel Incognito.. that changes them into Celestial Angel, with a second shape back to celestial master.

So essentially its only useful for the turn.

Sombre August 3rd, 2009 04:36 AM

Re: Modding tips and tricks
 
How do you get a spell to change the caster's shape cleanly? The obvious way would be a kill self ritual to push them into a secondshape, but that would mean it could be triggered by otehr stuff.

chrispedersen August 4th, 2009 12:41 PM

Re: Modding tips and tricks
 
I don't know that its clean...

I do chain a "Kill Caster" after the Angels spell. I create an angel with similar paths to the caster to maintain the illusion.
And the spell hints that the caster must go incognito afterwards, to explain the name change.

Sombre August 4th, 2009 07:18 PM

Re: Modding tips and tricks
 
Oh. Well that's more replacement than transformation, but works gameplay wise.

Illuminated One August 5th, 2009 05:45 AM

Re: Modding tips and tricks
 
Hmm, interesting, how do you copy the paths?

Sombre August 5th, 2009 09:21 AM

Re: Modding tips and tricks
 
He just made a unit with similar paths to the one that he thinks would be casting the spell.

Burnsaber March 20th, 2010 07:53 AM

Re: Modding tips and tricks
 
I just figured out something frigging awesome and need to share it now. I've modded this game for almost 3 years and still I'm learning new stuff, God I love this game!

The spell effect "polymorph" (number 54) allows for different #damage values for different shapes. How you can use this? Just attach it to some buffing spell as #nextspell and you can have spell that grants the caster the form of a dragon for the battle or something just as cool.

Also, kennydicke noticed that the Ritual of Rebirth can also be modded by changing the #damage value to revive the hero in another shape than the basic mummy. I'm not sure if it works with giant monsters, but I'll test that shortly.

Stavis_L March 20th, 2010 10:39 AM

Re: Modding tips and tricks
 
Quote:

Originally Posted by Burnsaber (Post 736386)
I just figured out something frigging awesome and need to share it now. I've modded this game for almost 3 years and still I'm learning new stuff, God I love this game!

The spell effect "polymorph" (number 54) allows for different #damage values for different shapes. How you can use this? Just attach it to some buffing spell as #nextspell and you can have spell that grants the caster the form of a dragon for the battle or something just as cool.

Also, kennydicke noticed that the Ritual of Rebirth can also be modded by changing the #damage value to revive the hero in another shape than the basic mummy. I'm not sure if it works with giant monsters, but I'll test that shortly.

Cool idea w/the poly - does it revert after battle tho? I thought polymorph was permanent (never cast it.)

The RoR alternate unit is actually mentioned in the "Black Book" spell modding thread (I'm using it in a personal mod I've been playing with for a while.) Unfortunately, it requires that a unit die AND go through the hall of fame to change unit types...


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