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

Swan April 11th, 2010 05:02 PM

Re: Modding tips and tricks
 
if a make a creature with:
#copystats 1389 the monster who lose 10% of it's hp any month outside his home
#noheal
#magicbeing

will i get a monster who lose 1 hp each month outside his home but will be healed to 100% inside a lab?

Sombre April 12th, 2010 08:37 AM

Re: Modding tips and tricks
 
I believe so, yes.

Swan April 16th, 2010 06:06 PM

Re: Modding tips and tricks
 
Is it possible to create a monster that kills undead in the province he is in like the site do?

Sombre April 16th, 2010 06:18 PM

Re: Modding tips and tricks
 
Nope.

Swan April 17th, 2010 10:32 AM

Re: Modding tips and tricks
 
Quote:

Originally Posted by Swan (Post 740153)
if a make a creature with:
#copystats 1389 the monster who lose 10% of it's hp any month outside his home
#noheal
#magicbeing

will i get a monster who lose 1 hp each month outside his home but will be healed to 100% inside a lab?

It doesn't work, the monster doesnt'lose any hp

Swan April 27th, 2010 01:10 PM

Re: Modding tips and tricks
 
I think there is a bug:
in order to obtain a monster with "dies away from home", you have to use
#selectmonster and #makemonster5 using it's name, not his number
1389-->it doesn't work
"blood lord"--> it works

Ragnarok-X May 2nd, 2010 08:40 AM

Re: Modding tips and tricks
 
#newspell
#name "The Burning Trail2"
#descr "The Burning Trail2"
#school -1
#researchlevel 0
#path 0 0
#path 1 5
#pathlevel 0 3
#pathlevel 1 3
#effect 10001
#damage 2102
#nreff 8
#end


#newspell
#name "The Burning Trail"
#descr "The mage travels to the infernal planes and follows the burning trails to find and submit a flock of Nightmares. Once done, he summons a group of wights to mount some of the Mares."
#school 0
#researchlevel 7
#path 0 0
#path 1 5
#pathlevel 0 3
#pathlevel 1 3
#effect 10001
#fatiguecost 3200
#damage 2101
#nreff 4
#nextspell "The Burning Trail2"
#end





why doesnt this spell work ? it only creates the initial 4 units, but not the nextspell ones.

Swan May 2nd, 2010 11:02 AM

Re: Modding tips and tricks
 
Doesn't nextspell work only for already existing spells?

Ragnarok-X May 2nd, 2010 11:45 AM

Re: Modding tips and tricks
 
Weird. Apparently the spell does work as intended, summoning 12 units, 4+8. Whats funny is that the spells description only shows number of effects 4. Apparently subspells effects are calculated beforehand.

Atreidi May 3rd, 2010 08:17 AM

Re: Modding tips and tricks
 
How do I script a ritual that will summon a random commander from a list?

Do I just add more #damage commands for each different commander I want to be included in the random list? Is there a specific #effect command? TNX.


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