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-   -   New modding commands of 3.14 (http://forum.shrapnelgames.com/showthread.php?t=37527)

Endoperez January 28th, 2008 03:10 PM

New modding commands of 3.14
 
EDIT: #onebattlespell is mentioned in the mod manual. I still left the appopriate discussion to the end of this post due to info it contains.

The following modding commands aren't mentioned in the manual, but they work:

#newitem, #descr, #weapon, #armor, #type, #name, #copyspr,

This syntax seems to work:

#newitem
Creates a new magic item and selects it for modding by the
following commands. End creating the magic item with the
#end command.

#copyspr <magic item nr>
Copies the sprite of the specified magic item to the current magic item.

#name "text"
Sets the name for the active magic item. Changing name of a
magic item will remove its description as well, so make sure to set name before description.

#descr "text"
A text description of the magic item.

#weapon "text" | <nr>
Defines what kind of a weapon, if any, the unit gets when it uses the item. Works on misc item, boots, shield, 2-h weapon, 1-h weapon. Does not work for helmets, armor.

#armor "text" | <nr>??
Defines what kind of armor, if any, the units gets when it uses the item. I didn't actually test this, so it might be limited to name only, just as #armor for units.

#type
Defines whether the item is 1-handed or 2-handed weapon, a shield, a helmet, a body armor, a pair of boots or a miscellanous item. Defaults to miscellanous.
Syntax:
1 1-handed weapon
2 2-handed weapon
3 not forgeable, can be wielded on two hands - probably a bug
4 shield
5 body armor
6 helmet
7 boots
8 misc


#nextspell
At least with #nextspell, to use custom spells you have to use the spell ID number. Because spell ID's can't be defined manually, the number a spesific spell is assigned changes depending on which mods you have enabled. The first new spell will be 829, the second 830 etc.

A mod which uses #nextspell won't work if any mod that adds a new spell was read before it. I think mods are read in alphabetical order, so mods that use one or both of the above should probably be named "aa_modname.dm". This allows them to work with other mods that add spells but don't use #nextspell. Also, if new spells are added in any future patch (and there's at least one more nation coming, MA Vanarus predecessor of Bogarus), the spell ID numbers will change.



Examples:

#newitem
#name "Bashing Stone"
#weapon "Boulder"
#copyspr 282
#descr "Stone with runes to throw it far"
#mainpath 4
#mainlevel 2
#end

ryo_akashi January 28th, 2008 03:40 PM

Re: New modding commands of 3.14
 
I think the mod manual was updated. At least mine was...
For example,

7.94 #stormpower <bonus>
The monster will get stat increases during storms.

7.69 #onebattlespell ”<spell name>” | <spell nbr>
Monster will automatically cast this spell just before the
battle starts. There is no fatigue cost for this. This spell
cannot be a spell added by a mod, it must be an original
Dominions 3 spell. You can modify the spell used by
this command though.

9.18 #nextspell “<spell name>” | <spell nbr>
With this command the effect of another spell will also
take place when the effect of the main spell occurs. The
nextspell takes place on every area where the main spell
takes effect. So make sure the area of the second spell
isn’t greater than 1 or there will be overlaps.

Endoperez January 28th, 2008 03:53 PM

Re: New modding commands of 3.14
 
Thanks for that. I just saw in the patch release thread that Amos mentioned item modding commands still not appearing. It seems the last beta and the version released by Shrapnel have minor differences in the mod manuals.

Endoperez January 28th, 2008 03:59 PM

Re: New modding commands of 3.14
 
Also:

Despite what the mod manual says, #onebattlespell WILL work with custom spells. This should be avoided if possible, because it will create all kinds of problems with other mods and with future patches, as mentioned in the first post.

Amos January 28th, 2008 04:38 PM

Re: New modding commands of 3.14
 
Quote:

#newitem
#name "Bashing Stone"
#weapon "Boulder"
#copyspr 282
#descr "Stone with runes to throw it far"
#mainpath 4
#mainlevel 2
#end

Does that mean we can create a new weapon and then use it as a Magic Item?

DigitalSin January 28th, 2008 08:30 PM

Re: New modding commands of 3.14
 
Is there a way to use custom sprites, or is it just limited to the pre-existing ones?

Foodstamp January 29th, 2008 02:37 AM

Re: New modding commands of 3.14
 
Quote:

Endoperez said:
Also:

Despite what the mod manual says, #onebattlespell WILL work with custom spells. This should be avoided if possible, because it will create all kinds of problems with other mods and with future patches, as mentioned in the first post.

Good stuff, I wonder if we can assign multiple #onebattlespell to a commander, or will that make him explode or will it only recognize one of them http://forum.shrapnelgames.com/images/smilies/wink.gif

Foodstamp January 29th, 2008 03:57 AM

Re: New modding commands of 3.14
 
I did a little testing with #onebattlespell. I think I have found a decent way to use it without it wrecking mods.

I chose a null spell number (87) and used #selectspell 87 to create the spell I wanted to use for #onebattlespell.

Instead of creating new spells, using selectspell should do the job nicely. If you cannot do a #selectspell 829 etc etc without a spell being created, you could create a mod that creates a bunch of blank spells (829 through whatever) then just use select spell for all your custom #onebattlespell needs. If you made say 300 dummy spells, then you could do a #selectspell 1000 (well out of the range new dev spells will be added I imagine)and use it for your new #onebattlespell.

Another important thing to remember about #onebattlespell is that it allows that caster to cast the spell as if it were researched. This means that a caster may potentially spam the spell you wanted cast one time.

The spell I wanted my commander to cast is a spell I did not want as a true national spell so I fixed this by setting the fatigue to 5000 and setting it to -1 for a school. The spell does not appear in the spell books and my commander casts it one time at the beginning of battle, just like I wanted http://forum.shrapnelgames.com/images/smilies/happy.gif.

I tested with 2 #onebattlespell on one commander. The mod loads fine but the commander will not cast either spell, so you can't assign a commander to put on a magic show at the beginning of a fight http://forum.shrapnelgames.com/images/smilies/wink.gif

Sombre January 29th, 2008 04:37 AM

Re: New modding commands of 3.14
 
I haven't got my computer set up yet (I just arrived back in the UK and I've missed all this patch release commotion) but so far a couple of these mod commands look disappointing. I guess we'll see though, using techniques like the ones Foodstamp describes.

MKDELTA January 29th, 2008 08:55 AM

Re: New modding commands of 3.14
 
Damn @ storm power not working.

But FINALLY!!! patrol bonus!

Endoperez January 29th, 2008 10:09 AM

Re: New modding commands of 3.14
 
First, #stormpower DOES work, despite what I wrote in my original post. When I tested it, I forgot to enter a value for it... In my defense, my mod manual still lacks most of the new commands. I only noticed my mistake thanks to ryo_akashi. Thanks again for that!

You can only set one #onebattlespell, but you can key multiple of those together with #nextspell.

Foodstamp - excellent workaround. If no one does it before I can (late today or perhaps tomorrow), I'll name it after you.

#onebattlespell and #nextspell will most probably require surprisingly many spell-IDs. In my simple test, giving all MA nations a spell that summons 3-4 commanders took 50 spell ID slots.


Quote:

Another important thing to remember about #onebattlespell is that it allows that caster to cast the spell as if it were researched. This means that a caster may potentially spam the spell you wanted cast one time.

Also, we'll have to see if multiple #onebattlespells can be given to a unit so that it can cast any one of them. That'd let us mod the spells available to independent mages. Even one spell/independent could be used to make certain scripted maps more thematic (Witch King of Angmar spamming Undead Horde or something).
Also, it could be used to give some non-marignon holy mages ability to cast Holy Pyre, spesific priests unique holy abilities, heal spell for Arco Priestesses, etc. Also, it could be used to make some less-used pretender forms more powerful in Conceptual Balance. A Father of Winters able to spam Falling Frost, etc etc.

Amos January 29th, 2008 11:54 AM

Re: New modding commands of 3.14
 
#coldpower doesnt work.

llamabeast January 29th, 2008 02:37 PM

Re: New modding commands of 3.14
 
According to the progress page, that's already fixed for the new patch!

Endoperez January 30th, 2008 12:11 PM

Re: New modding commands of 3.14
 
It seems Dominions does NOT order mods alphabetically. The mods that appear first for me just happen to be my own Anansi, Arcoscephale and Abysia mods and old version of Conceptual Balance. Freaky. Any way, the order seems to be influenced by which mods Dominions first noticed. I'll do some tests and see if I can come up with a way of making a spell-modding helper mod.

paradoxharbinger January 30th, 2008 01:55 PM

Re: New modding commands of 3.14
 
i think the mods are ordered by their system creation time, ie the time you installed them

Endoperez January 30th, 2008 02:08 PM

Re: New modding commands of 3.14
 
Quote:

paradoxharbinger said:
i think the mods are ordered by their system creation time, ie the time you installed them

Yeah, I figured that out, and also how to circumvent that. However, the mods are READ in the order they were ENABLED, which is really annoying. See the long post in the new thread.

dmentd February 11th, 2008 09:27 PM

Re: New modding commands of 3.14
 
Where can I get a list of spell ID numbers?

Endoperez February 12th, 2008 03:44 AM

Re: New modding commands of 3.14
 
Doctor Praetorious has compiled a list, but I haven't seen it myself either.

You can use spells' names for #onbattlespell, and I think for #nextspell as well, as long as they exist in base Dominions. Only modded spells need the spell ID number.

zlefin February 12th, 2008 09:49 AM

Re: New modding commands of 3.14
 
http://www.shrapnelcommunity.com/thr...art=1&vc=1

it's several posts down.
it should probably be put somewhere easier to find, like those big lists of stuff in the stickied threads.


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