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-   -   Magic Item Modding (http://forum.shrapnelgames.com/showthread.php?t=38501)

NTJedi April 23rd, 2008 05:41 AM

Magic Item Modding
 
I couldn't find any detailed topics on item modding... so here's some questions I'm sure others might have as well.
.
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What's possible with the magic item modding?

Do we have to use only existing item sprites or can we create our own?

Is it possible to create a miscleanous flying item or give a miscleanous item traits other than weapons and armor?

Edi April 23rd, 2008 07:11 AM

Re: Magic Item Modding
 
All the existing information on how the commands work is in the UOR Modding Manual. They have been left out of the official manual for some reason.

NTJedi April 24th, 2008 07:36 PM

Re: Magic Item Modding
 
I've seen the existing commands, but didn't see any options for creating new item sprites or providing traits for magic items other than weapons and armor.

I wanted to create a unique miscleanous item for my nation which provides flying with a distance of 7 to only its owner. It's an important historical artifact. It seems the item modding commands I need don't exist, so I'm checking the forums.

Saulot April 24th, 2008 08:16 PM

Re: Magic Item Modding
 
I've encounted problems using the item modding. Those sorts of problems may be part of the reason they've been left out.

Edi April 25th, 2008 02:08 AM

Re: Magic Item Modding
 
There isn't anything else than what I gleaned from the beta forum and added to the UOR Manual, unfortunately.

Endoperez April 25th, 2008 02:54 AM

Re: Magic Item Modding
 
Progress page update for item modding read:

* New item modding commands: #newitem, #descr, #weapon, #armor, #type, #name, #copyspr.

That's all that was added, AFAIK.

Psientist July 8th, 2008 11:45 PM

Re: Magic Item Modding
 
I've done a little experimenting with the magic item modding, and I haven't found anything useful I could do with it yet. About all you can do is make a copy of an existing armor, unit, or other item, and change its picture and construction requirements/costs. I suppose that's useful if you want to make a unique item non-unique, but less so for cross-pollinating ideas.

I tried making a "ring of shadows" that "#armor" copied from the robe of shadows, but it had no effect on the wearer.

I tried creating a new weapon (using the #newweapon mod command) with custom AOE, damage, secondaryeffects, etc., and then creating a new item (using #newitem) that copied its attributes using the #weapon command - and got nothing at all. So, you can't create different types of magic weapons from scratch either.

So, unless somebody has come up with some ideas on how to use these commands in a creative way, I think the majority of applications will have to wait until more modding commands are unlocked in future patches.

Edi July 9th, 2008 04:27 AM

Re: Magic Item Modding
 
Thanks for letting us know, Psientist. I suspect there is a limitation so that only the weapons already in the game can be used in item modding. I can ask Johan about that, but it's got a somewhat lesser priority than some other stuff.

HoneyBadger July 9th, 2008 04:10 PM

Re: Magic Item Modding
 
Can someone clarify something for me, please? I've read the item modding thoroughly and I get all that. I've even used it extensively enough to know what I'm doing. But has the ability been implemented to add forgeable items? I don't think it has, but I'm unclear on that. Thanks!

Edi July 9th, 2008 06:14 PM

Re: Magic Item Modding
 
There is a #newitem command, as well as some other stuff in the UORMM. You tyhen set what abilities you can (mainly weapons and armor) and set contr level, that should work.


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