![]() |
Mark of the Champion, an Arena mod
1 Attachment(s)
Champion's Trident is now Mark of the Champion, a helmet.
It takes a head slot and uses one of the existing helmet sprites. It gives weapon 135, Champion's Trident, as a bonus weapon that doesn't require ambidexterity. It still gives the wielder Quickness. It also gives the wielder armor "Flame Helmet", which is special in that it also boosts body prot slightly. The mod is attached, here's the code part: #selectitem "Champion's Trident" #name "Mark of the Champion" #copyspr 142 #type 6 #armor "Flame Helmet" #descr "The winner of the arena death match will receive a magical trident and an extraordinary flaming helmet. The trident will quicken its wielder and independently fight by his side, and the helmet will protect the Champion while also visibly marking him as the current Champion of the arena. The Champion will have to defend his title and equipment in upcoming death matches until they finally pass along to a new Champion." #end #selectweapon 135 #bonus #end |
Re: Mark of the Champion, an Arena mod
That is a nice improvement Endo.
However, I will still avoid the Arena, except to kill off the lame and halt. |
Re: Mark of the Champion, an Arena mod
Could you "meld" it with Gift of Kurgi in the same way? ;) Hideously overpowered, I'm sure - but hilarious.
Does it only transfer additional qualities if they are listed specifically? Like the Flaming Helmet states "Protection: 5", so it makes me wonder if it would work well with the Cat Charm, or Bracers of Protection, or Amulet of Reinvigoration. (Hmmmm, the Helm does display -reinvig, and +Fire as well though, I am thoroughly confused by the mechanics of this.....) |
Re: Mark of the Champion, an Arena mod
Quote:
:doh: It isn't that hard, really, it isn't. :sick: Jade Armor, the item, gives Quickness to the wielder. In addition, the wielder gets armor 107, called Jade Scale Armor. In my mod, Mark of the Champion the item, gives Quickness to the wielder. In addition, the wielder gets armor number 80 and weapon number 135. You know, just like the item Horned Helmet gives the wielder a new weapon (Gore, 331) and armor (Full Helmet, 21). There's armor number 94 in in the game, named Gift of Kurgi (0 prot, 8 def, 0 enc). It increases defence by 8. It is reference by an item, Gift of Kurgi, which gives etherealness and other fun stuff - and gives the wielder armor 94. Armor #94 that gives 8 defence, and isn't an item, and doesn't do anything except give 8 defence. I could make an item that gives armor 94. I could call it "Big Cat Charm", because that's all it would be. |
Re: Mark of the Champion, an Arena mod
Neat!
|
Re: Mark of the Champion, an Arena mod
Great! Most ingenious.
|
Re: Mark of the Champion, an Arena mod
Okay, since my inquisitive nature and total modding ignorance seems to be slowly driving you insane, Endo..... How do you know this, is all of that in the modding manual? I am sure that the way items/effects are implemented makes some sort of convoluted sense, but I'm also quite sure that you have to know something that I don't, in order to understand what the actual logic is. :p
|
Re: Mark of the Champion, an Arena mod
I'm not sure if spesifically mentioned it's in the modding manual, but it's quite clear once you try to mod an item. Oh, and it's not you, spesifically, more that I already explained it once or twice in the arena thread on the main forum.
Also, you can notice the same thing with some units that use weapons that are usually items. Like that one Ice Devil who comes with weapon-Hellsword and fire resistance. You can give him other weapon without the fire res going away, or even item-Hellsword to increase it. This is because the resistance is part of the unit, not the weapon. |
Re: Mark of the Champion, an Arena mod
I'm looking at the mod and I was wondering (I'm asking cus waiting for it to happen in a test game takes too long)
1. does it still occupy a hand slot with the trident (I'm thinking it doesn't) 2. is it possible to have it do an AoE attack, still give quickness and give the prot 3. is it possible to have it take up a misc slot instead of any armour section 4. if that is possible how would be .dm file be.. |
Re: Mark of the Champion, an Arena mod
1) Only a head slot, no hand slots at all.
2) Yes, by using weapon modding commands to the trident weapon. I don't think it's necessary, since the hand slots are free and the champion can just use an AoE weapon. 3) Yes, by using the magic item modding commands. 4) I don't have modding manual with me now, but you need to add a secondaryeffect weapon modding command to add AoE. I think the command for changing the type of a magic item's slot is just #type (number). EDIT: Oh, you're going to use it for Dom3000. In that case, you might want to use #weapon and #armor item modding commands to refer to existing Dom3000 weapon/armors. |
Re: Mark of the Champion, an Arena mod
This is a good mod. I'd quite like to see it included in CBM to be honest.
|
Re: Mark of the Champion, an Arena mod
'bout time someone fixed the Champion's Trident, just wasn't worth losing the two hand slots over before, I think this will be much better. Thanks Endoperez!
|
Re: Mark of the Champion, an Arena mod
#selectitem "Champion's Trident" --> I get this, we want to change this magic item
#name "Mark of the Champion" --> I get this we want a different name (and I'll keep this, but more as a tattoo/mark on a ship #copyspr 142 --> a tattoo of a flaming helmet, fine with me #type 6 --> it's a helmet, I probably need to change this to 8 (misc) then #armor "Flame Helmet" --> this gives it the flame helmet magic item I guess, but without magic stuff #descr "The winner of the arena death match will receive a magical trident and an extraordinary flaming helmet. The trident will quicken its wielder and independently fight by his side, and the helmet will protect the Champion while also visibly marking him as the current Champion of the arena. The Champion will have to defend his title and equipment in upcoming death matches until they finally pass along to a new Champion." --> blablabla, I'll change this a lil to suit the setting #end #selectweapon 135 --> what does this do and how is this linked to the already ended stuff above? I guess this is the trident again but why is this after an #end command, how can it still work. But I guess if I make this 192 I have a nice attack. The name of it will still be not so nice but maybe if I make a weapon #xxx called Blast of Elemental Power, with AoE 1 too and regular damage 10 AP and then give it 2nd attack 192 I will have a very nice arena reward. (the 2ndeffect on the 192 will still carry through right, you can link dozens of effects if I you'd want right? #bonus --> makes 135 a bonus weapon ok, good. #end PS can you give multiple weapons then? (multiple #armor and #weapon for a complete matching set (not for this mod but for another thing maybe) |
Re: Mark of the Champion, an Arena mod
Quote:
Quote:
I used weapon modding (as opposed to item modding) to change the Trident into a bonus weapon. If I wouldn't have, the trident would have given penalties to anyone without ambidexterity. You might want to clear and replace all properties of weapon 135 (the trident) instead of creating a new weapon. I know that magic items can have both #weapon and #armor (Horned Helmet), but I'm not sure if they can add multiple weapons. If they can, you'd have the trident AND the new weapon you added. |
Re: Mark of the Champion, an Arena mod
hmmm can't I just clear the whole magic item and add a new weapon instead of 135? or are there other abilities I'm not seeing that would be gone then?
|
Re: Mark of the Champion, an Arena mod
Quote:
Actually, there's no #clear for weapons either, but since we can mod all numerical statistics of weapons that shouldn't matter much. I think the only attribute you might want to clear out of the trident is the two-handedness, and that doesn't matter if it is a bonus weapon. |
Re: Mark of the Champion, an Arena mod
yeah but I'm using tridents on my Illithid.. O wait no those are plasma tridents and completely new weapons.
I''m always hesitant to mod anything existing in the game because I don't know exactly where it's used. (for example someone wanted to mod all skeletons into something else for a mod but that woudl also mean all summoned skellies woudl be different.. etc) what I don't get though: weapons (like with a number etc) don't have those magic abilities right is quickness something on weapon 135 or is it something special on the magic item. (I still have problems to see what works on magic items and what on just waepons and armor) isn't it the same like the flame helmet not having the magic bonus? wouldn't the trident not have a quickness. The quickness would be in the magic item (the one you mod first right...) ehm no wait that isn't what I asked you.. I was talking abotu the magic item then.. but if I give a new #weapon command the old one would be overridden... hmm it's not easy to test this dammit else I'd do ti.. do you have some trick to test it? |
Re: Mark of the Champion, an Arena mod
In this case, to my knowledge the Champion's Trident (weapon) is only used by the Champion's Trident (item). It's different from normal Tridents.
I think ALL powers weapons can have are moddable. So if it isn't mentioned in weapon modding, weapons don't do it. Quickness is part of the magic item (think Boots of Quickness). Also, it seems like magic items can only refer to a single weapon. So just use #weapon NewWeaponNumber to replace the trident. |
Re: Mark of the Champion, an Arena mod
great, thx for the info + help & etc
|
Re: Mark of the Champion, an Arena mod
Im tempted to go the other way with arena awards. Kindof American Indianish.
The winner of the arena gets a "tattoo" which tells the world that he is a powerful warrior. He cannot wear armor into battle (non-removable, takes the place of body armor) and charges first into battle (berserk?). He is sought out by enemy warriors and evil spirits (horror marked?). He must continue to prove to the world that he is the ultimate warrior. Yeah I know. It doesnt make arenas more desireable. And would tend to get the arena winners killed off. I just like the imagery. |
Re: Mark of the Champion, an Arena mod
You can't do it anyway.
|
Re: Mark of the Champion, an Arena mod
Uhhh cant do what?
I dont think anything I mentioned is new. Its all done by other equipment. |
Re: Mark of the Champion, an Arena mod
Item modding is severely limited. We can't add or even copy ITEM effects. Only change which weapon/armor an item refers to, if any. Weapon and armor modding is limited to causing damage or existing special effects available as weapons (paralyze, poison, entanglement, horror mark etc), and giving protection/encumberance for armor.
So "tattoo armor" is possible, but berserking, horror marking user isn't. The armor could have a weapon which horror-marks targets, but you can't make weapons target yourself. |
Re: Mark of the Champion, an Arena mod
Possibly it would have to be multiple items and creative choices. Copying berserk armor, horror mark misc item. And it might be interesting add a weapon that is non-damaging as a coup-stick. Or maybe make it from something that causes fear or paralyze.
|
Re: Mark of the Champion, an Arena mod
Quote:
You're right about the weapon, but I wanted to keep the Trident, as it was the original price. I just shuffled the slot and added another incentive. The Flame Helmet is good, because for some reason the armor (not magic item) gives minor body prot as well as head prot. |
Re: Mark of the Champion, an Arena mod
It did not work for me. :( The trident is missing. I even tried changing the #selectitem and replacing the trident for any other weapon. But that weapon would also disappear. I also tried changing the #selectweapon 135, but this also did not work. Any idea why?
|
Re: Mark of the Champion, an Arena mod
I got it to work. I just could not #equipitem it from the beggining. The item had to be given or crafted for it to show up.
|
Re: Mark of the Champion, an Arena mod
Quote:
|
Re: Mark of the Champion, an Arena mod
NO.
I don't mind people not knowing how modding works, but when they make impossible mod suggestions without taking the five minutes to check the manual, that gets old quick. |
All times are GMT -4. The time now is 10:10 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.