Quote:
quantum_mechani said:
I know there is far more that is wanted than can actually be added, but here are some commands I would find extremely useful:
Spell Modding
#name
#description
#copyspell - This would create a new spell with the same basic function as the one it is based on. In this way you could for instance make a new summoning spell to bind large numbers serpent fiends at once, or make an area of effect blink.
Monster Modding
#scalesensitive - Sets scale which unit is sensitive too (such as ice devils with cold/heat).
#senseamount - Sets severity of sensitivity from the #scalesensitive command.
Commander Modding
#summonallies - First number would set number of units to summon, second number would set monster number of units to summon.
Site Modding
#clearsite
#entersummon - Sets number and monster number of units to be summoned when mage enters (required mage path set by base site type).
#enterritual - Sets spell to be cast when mage enters site (as in scrying spell sites).
|
Very nice list QM. All of your suggestions are excellent. I quoted out the most important modding commands from your list, what should be added at all costs.
