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-   -   Spell/Weapon Modding Hacks (http://forum.shrapnelgames.com/showthread.php?t=33187)

Psientist February 5th, 2007 07:49 PM

Spell/Weapon Modding Hacks
 
I don't know *why* they work, but the following spells will work when assigned to a monster in a mod using the "#weapon" attribute(s). I found them through random experimentation. They appear to be case-insensitive, and not all work quite as expected.
  • eyeloss
  • banish to inferno
  • false fetters
  • enslave mind (effect equals death, not enslave)
  • paralyze
  • astral fetters
  • killing light
  • weakness

The following spells/ effects DO NOT work as a weapon:
  • Fanatacism
  • Hellbind Heart
  • Frozen Heart
  • Confusion
  • Numbness
  • Charm
  • Seeking Arrow
  • Beckoning
  • Freezing Touch

Frustratingly, I got "Enslave Mind" to work (and work correctly) in some combination on my first try, but lost it, and haven't been able to come up with the right combination or weapon name to make it work since. Frustrating, because the Pretender mod I'm working on could *really* use an inherent charm ability.

Edi February 6th, 2007 04:07 AM

Re: Spell/Weapon Modding Hacks
 
Looky here. When you go through that list, you will find out why the first list works and the second doesn't. Namely, everything on the first list is a weapon and they have their own id numbers. The Enslave Mind weapon, for example, is a ranged weapon with a precision of 100 and damage of death, but what it really does is the effect of the Enslave Mind spell, i.e. it makes the unit change sides. That means effective death from the point of view of the original owner.

The second list is a list of spells and they do not work as weapons because they have not been defined into the game as such.

Edi

Psientist February 6th, 2007 04:01 PM

Re: Spell/Weapon Modding Hacks
 
Ah, thanks, Edi. My bad for not digging through the extensive work you've already done.


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