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-   -   Modding Command/Manual Problems (http://forum.shrapnelgames.com/showthread.php?t=33648)

Sombre March 6th, 2007 02:29 PM

Modding Command/Manual Problems
 
I apologise if I've missed information of this nature elsewhere - I looked for it and didn't find it collected in one place.

The purpose of this thread is to list known problems with mod commands and with the modding manual. Of course I'd really appreciate the input of the modders here.

---Known bugs in modding commands---

MONSTERS

#siegebonus doesn't work at all.
#magicboost of specific paths doesn't appear to work.

WEAPONS

#aoe on weapons doesn't work.
#secondaryeffectalways seems to use different numbers from secondaryeffect and doesn't match the modding docs. I have been unable to get it working as advertised.

SPELLS

#copyspell doesn't work.

NATIONS

#clearsites doesn't work.

Edi March 6th, 2007 03:11 PM

Re: Modding Command/Manual Problems
 
Re #secondaryeffectalways: Which modding docs are you talking about? The modding manual, or the stuff I've made? You're supposed to slap area effects to #secondaryeffectalways, such as 171 Small Area Fire. If you put e.g. 50 Weak Poison there, no use since it isn't an aoe weapon.

Thanks for the thread anyway, since all of these hadn't made it to the list I need to organize. I'll add them.

Edi

Amos March 6th, 2007 03:26 PM

Re: Modding Command/Manual Problems
 
You cant set the #nratt beyond -3 (-4,-5 etc.). I dont know if thats a bug or a game limitation.
The helm bug (with protection halved on helms).
#awe is -1 of what you set it to.


Sombre March 6th, 2007 03:32 PM

Re: Modding Command/Manual Problems
 
Edi: The modding manual pdf. The values there for secondary effects work with secondaryeffect but not with secondaryeffectalways. Does it use an entirely different set of numbers? I selected aoe effects from those in the manual but it came up as something random like flachion (the result of a wrong number I guess).

I thought secondaryeffectalways was supposed to just use weapon numbers ala secondaryeffect, but it doesn't seem to work that way.

Edi March 6th, 2007 04:59 PM

Re: Modding Command/Manual Problems
 
It should use the same numbers. If you want the complete list of effects (i.e. other weapons), the DB thread links in my sig will get you them. Those numbers are all empirically tested so that they are correct. You need Open Office, though. You can try out the aoe effects and see what happens. I'm not updating the bug shortlist today anyway, so you have ample time to experiment to see if secondaryeffectalways is bugged or not.

Edi


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