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TOUGH Modding Questions
These are what I consider some tough modding questions, but hopefully the veterans will know.
1) Can you add a ranged weapon as a secondary effect for a melee weapon? So far it's not working. The reason is so I could have an effect which only occurs once every two turns or even less frequently. 2) How can I create a spell which drops a long range assassin already in stealth on an enemies province? I know the wild boar spell already drops an independent stealthy unit which needs to be found. I would like to create a similiar spell which drops an assassin owned by the caster and without the wild boar event pop_up message. 3) Has anyone tried using the RAND command? I found RAND was one of the hidden commands... which has me very interested since it's probably used for RANDOM percentages. I've tried a few modding combinations using RAND yet no luck. Probably doesn't exist per Ich |
Re: TOUGH Modding Questions
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http://forum.shrapnelgames.com/showt...highlight=rand Perhaps I read the thread too quickly. |
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At the moment I don't have the complete list of mod commands that are being parsed. But here is the table of complete map commands that are actually being parsed: Code:
additem |
Re: TOUGH Modding Questions
Thanks Ich... this answers one of my questions.
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Re: TOUGH Modding Questions
So, here are all the mod commands that are being parsed by the game:
Spells Code:
aoe Code:
armor Code:
addname Code:
addreccom Code:
clear Code:
coldincome |
Re: TOUGH Modding Questions
NT, I don't have teh DB/spell Db here now but basicly you can just look in that one and use the spelleffect numbers from a spell that matches. I've not tries a remote assassin yet but for other spells it works well. If you know what spell you want to base it on it should be pretty easy to look up and just change the damage number in the unit you want there.
But as I said I've not actually tried it.. it worked for regular summon and a combination of friendly farsummons though. While looking through the spell DB I noticed there are acutally a few spells which I though where pretty much alike with different spelleffect numbers so you might want to look at the exact spell you want to replicate. |
Re: TOUGH Modding Questions
and on 1 I'd guess it's not possible certainly if you've already tried it a bit (I don't think there would be many way's you could code it so if it doesn't work it probably just doesn't work)
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Another angle to workaround the above two problems would be how could I make the commander land within an enemy province already in stealth mode. |
Re: TOUGH Modding Questions
nono not COPY the spell use the CODE that is given in the spell DB. But if the wild boar is neutral and you want a NOT neutral summon than you can;t look at his CODE since then you'll just get another indep summon I'd say. You need to use a code that gives the result you want, so use it of a spells that does what you want.
PS I've got no idea where the messages go so maybe that is unavoidable anyway. |
Re: TOUGH Modding Questions
For example.
The spell monster boar has: effect 10042 (the same as dream horror btw, I think they are both indep stealth spells right, never used them) 10000 means ritual, and 42 means send event the damage is 11 and 12 on those spells which means that the damage CANNOT mean the unit number which it usually is with summon spells. I guess that means you can't just replace a unit number and use the same effect. The send assassin spells use 10050 (eg send tupilak (don't know that one) and infernal disease (never used it htough) and there you can use a unit number as damage (I think).. but then you would just have a remote assasin spell not one hidden. |
Re: TOUGH Modding Questions
A friend of mine is having a weird problem with one of his mods.
Code:
#newmonster 2702 |
Re: TOUGH Modding Questions
looks like it needs #ambidextrous 1
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Tried it... doesn't help :(
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is any of those armors a shield? is any of the weapons 2 handed? does something else show up whcih would occupy a hand?
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#newitem
#name "Blaster" #descr "The blaster is a basic ranged weapon used all around the galaxy." #constlevel 0 #mainpath 3 #mainlevel 1 #secondarypath -1 #type 3 #weapon 701 #copyspr 16 #end why is this not showing I wonder (the copyspr is a copy of just mans cross since Ivé not seen a command to add new sprites) it's level 0, earth magic so should show and be forgable by any with earth magic and a few gems.. doesn't show though. |
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Re: TOUGH Modding Questions
You capitalised the "W" of the second #weapon, though I dunno if that'd cause it to not work. Try making it lower-case, either way.
Let's see... perhaps it might be connected to itemslots somehow? Try assigning a value with two or more hand slots and see if that works. Other than these things, I can only suggest you refer to the weapons by name rather than number, as that's what I've always done, though I don't think that'd cause problems. I also pasted a random unit from a mod of mine that properly dual-wields one-handed weapons below, in case you can spot any differences I've missed. Code:
#newmonster 2905 |
Re: TOUGH Modding Questions
It's the capital letter "W" in the second "Weapon" - line. Lowercase it (to "#weapon"), and then it should work.
I've been struck by this multiple times. |
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anyway is there really no way to get a new sprite in for the weapons... I mean.. there isn't really anything that really looks like a gun of any kind in the game.
and I still like to know why it doesn't work :D |
Re: TOUGH Modding Questions
Well, you guys were right, that fixed it. I would feel like such an idiot right now, except for the fact that I was staring at it in notepad and the capital W looks almost identical to the lower case W in that program under default font. So thanks for helping me out with that. Sometimes a fresh set of eyes really comes in handy.
Aezeal - Didn't you at one point have an item called "repair droids" or some such? I know I saw it as a forgable item, I think it was an earth item also. So I'm not sure why it wouldn't even show up. I have no idea about your other question. |
Re: TOUGH Modding Questions
repair droids is a ring of regen with a namechange.
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