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Modding question: Random Magic
While trying to play with the modding functions I ran into a problem. I was trying to change the magic of a tuatha and couldn't find a way to get rid of the 1 random pick. I tried using #clear and #clearmagic and ended up with a basic guy who STILL had 1 random magic pick. Any help would be appreciated.
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Re: Modding question: Random Magic
Try this:
#magicskill 50 0 #magicskill 51 0 #magicskill 52 0 |
Re: Modding question: Random Magic
I have found some things are remarkably persistent, and just wont clear. The first time.
I have a file with the following: #clear #clear #clear #clearmagic #clearmagic if I remove any of them, the clears stop "taking" for a couple of the fields. Dunno why, but hey, adding the extra clears works. lol |
Re: Modding question: Random Magic
Dominions II uses "Onion-Oriented Programming". The data is structured one layer at a time...
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Re: Modding question: Random Magic
Quote:
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Re: Modding question: Random Magic
I think they're the same thing, yes. But if you think that constitutes code that makes you want to cry, you should see my code.
Everything is scrunched in on one line! Often times I give functions and variables perversely wrong names, just to confuse people! |
Re: Modding question: Random Magic
Thanks for the responces I'll go try those ideas out tonight after work. Thanks again.
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Re: Modding question: Random Magic
I just wanted to say thanks again for the help from all of you. Also I wanted to say that this worked for me:
#clear #clear #clear #clearmagic #clearmagic #clearmagic |
Re: Modding question: Random Magic
There is a little pixie in Dominions that wants one #clearmagic for every magic skill that he removes. I shall have him replaced in the next patch.
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