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-   -   #custommagic (http://forum.shrapnelgames.com/showthread.php?t=31455)

Nerfix October 30th, 2006 11:10 AM

#custommagic
 
So how exactly does it work?

Would

#custommagic 128 256 512 1024 100

result in a 100% Fire Air Water Earth random? Or do I have to add up the path mask numbers? The example in the modding manual states that

"Eg. use path mask 384 and chance 50 to give a commander a 50% chance of getting Fire or Air magic"

If that is the case I should use #custommagic 1920 100, right?

How do I make two linked randoms a la Kings of the Deep? If I want a mage to have say 1 Astral and 2 linked randoms which are either 2 Fire 2 Air 2 Water or 2 Earth...how do I do it?

It's quite confusing. http://forum.shrapnelgames.com/images/smilies/fear.gif

Endoperez October 30th, 2006 11:24 AM

Re: #custommagic
 
You answered the first question yourself, so I'll answer the second. Or I would, but I don't know the answer. Any way, try having a 200% chance. That might work.

Nerfix October 30th, 2006 11:26 AM

Re: #custommagic
 
But which one of my answers is the correct one? The first one or the second one? D:

Amos October 30th, 2006 03:22 PM

Re: #custommagic
 
You combine the numbers. Just test it. Make a test mod and try it in game.

sube October 30th, 2006 04:23 PM

Re: #custommagic
 
Quote:

Nerfix said:

How do I make two linked randoms a la Kings of the Deep? If I want a mage to have say 1 Astral and 2 linked randoms which are either 2 Fire 2 Air 2 Water or 2 Earth...how do I do it?


#magicskill 51 2

This will give exactly what you are looking for. However, it is limited because you cant customize the pool of magic paths in this case, the 2 lvls are chosen either from the 4 elementals (#magicskill 51) or the 4 sorcery (#magicskill 52). Check pag 12 of the modding manual for more info.

Nerfix October 30th, 2006 04:28 PM

Re: #custommagic
 
Oh, well, they have elemental magic anyway

Foodstamp October 30th, 2006 05:05 PM

Re: #custommagic
 
You combine them like has been said. Just a little note, when I tried to mod in a 10% chance to receive a certain magic path, it never worked, over dozens of tries. It could have been an incredible run of badluck, but it was enough for me change it to a 100% chance.

So after you add the random path, if it is less than a 100% chance to get one of the picks, you may want to test it in game to see if you get similar results, even if the icon for the pick does show up on the recruitment screen.

Amos October 30th, 2006 06:30 PM

Re: #custommagic
 
I did a 10% in my Trade Confederation mod and it worked. My mage got 1 more path. He was 1 in 30 I think.


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