RedRover, Agrajag was mostly right about what I meant.
"Like Ghost Riders" would be one good type to have. What I meant by "Neutral Invasion" would be similar except if the neutral army won, it would retain control of the province, like the random event neutral attacks sometimes do (Knights, Vampires, Troglodytes, etc.).
Melee Attack means a spell that attacks at close range, yes like Burning Hands.
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RedRover said:
Also, assuming that magic items become as moddable as units, do you have any specific thoughts about what types of mod commands would be most useful as building blocks in constructing new items?
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In addition to the existing item mod commands, the main ones I'd like to see are I think:
NewItem - creates a new item from scratch with a new item number and default properties
CopyItem - creates a copy of an existing item with a new item number, which can then be modified by later commands
SetPicture - changes the item's picture to use a bitmap file named in the SetPicture mod command line.
SetWeapon - makes the item behave like a weapon with the specified weapon number
SetHelmet, SetShield, SetArmor, etc. - like SetWeapon, sets the item to the specified armor type and to use the specified number describing that armor type.
SetBoots, SetMisc - sets the item to be a boots item or a miscellaneous item.
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For example, do you have any favorite RPG magic item effects that could be ported into Dom2?
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Different question than your previous question, I think.
Some ideas:
Holy Stake
- for finishing off immortals permanently, used after the battle ends, by the winning side only, before searching for magic items. Consumed on use.
Life Seal - Makes the wearer immune to all Life Drain effects.
Bag of Hahoo the Knave - Magic gems generated in the area (e.g. by magic clams) are stolen and given to the holder of the bag! Generally used to give to spies and send them into enemy territory...
PvK