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Moding a Goneberserk Unit..
How can I create a unit that has goneberserk from the start of battle?
Is there a unit I can copy stats from? |
Re: Moding a Goneberserk Unit..
You can't and no, there isn't.
Gone berserk only manifests is a berserker is wounded or through certain items (Sun Sword, Flesh Eater, the wolf pelt armor) |
Re: Moding a Goneberserk Unit..
You could probably give a commander a #onebattle spell that casts touch of madness. I believe that one of Burnsaber's pretenders (Grungi?) does this in his dwarf mod.
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Re: Moding a Goneberserk Unit..
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Re: Moding a Goneberserk Unit..
All the slayer commanders in that mod cast a berserk spell at the start of combat. It seems that when they've got things near them it won't always get the commander too. It usually does though.
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Re: Moding a Goneberserk Unit..
I see... There must be a way to do it. There is an item that gives you the goneberserk skill upon equipment. Would there be a way to script it into a commander or unit through that item perhaps?
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Re: Moding a Goneberserk Unit..
Only by giving it to the commander in a map file. Not doable through mod.
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Re: Moding a Goneberserk Unit..
maybe, create a new spell with #copyspell "touch of madness" and setting aoe/range 0, that should give a single target "touch" on yourself only; maybe.
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Re: Moding a Goneberserk Unit..
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Re: Moding a Goneberserk Unit..
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You #copyspell an existing spell to a custom slot, then overwrite the original. For example I used this code in my Rohan mod: -------------One Battle Spell for King of Rohan--------------- #newspell #copyspell 166 #end #selectspell 166 #clear #school -1 #researchlevel 0 #damage 2321 #nreff 4 #range 1 #effect 1 #end --------------------------------------------------- The end result was that the original spell in slot 166 worked fine and I was able to use #onebattlespell to spawn a group of royal guards for the King of Rohan. |
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