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September 5th, 2008, 08:06 PM
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Modding: Effects?
Hi,
I'm a long time lurker who has finally decided to make an attempt at some modding of my own. I'm currently working on a new weapon to which I'm trying to add some cool effects, though I haven't been able to find a complete list of effects and their numbers. Is there such a list available somewhere or is trial and error the only way to find out which effect corresponds to which number?
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September 5th, 2008, 08:29 PM
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General
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Re: Modding: Effects?
Try Edi's database, it should have everything you need. Note that it lists the effects under the "weapons" section.
http://forum.shrapnelgames.com/showthread.php?t=40445
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September 6th, 2008, 12:39 AM
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National Security Advisor
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Re: Modding: Effects?
Did you mean special abilities that deal damage and other effects, or visual effects such as explosions?
If you want spesific visual, I'm afraid you have to try and find it yourself. It isn't that difficult, if you streamline it. You can use the same battle to test the effects as long as you restart Dominions, and you could set up a shortcut that automatically opens your test game. If you keep your mod open and your computer doesn't take too long to start Dominions, it's pretty fast.
Last edited by Endoperez; September 6th, 2008 at 12:45 AM..
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September 6th, 2008, 05:08 AM
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Private
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Re: Modding: Effects?
Thanks for the quick response! What I want is a list of #secondaryeffect and #secondaryeffectalways. I want the weapon to empower the user in a magic path. Though I realized it won't really be necessary since it will not be a forgeable weapon. I could just write in the description that it is the sword while I actually let the unit have the skill from the start. Still a list of what is doable and not would be nice.
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September 6th, 2008, 08:38 AM
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National Security Advisor
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Re: Modding: Effects?
Quote:
Originally Posted by Attle
Thanks for the quick response! What I want is a list of #secondaryeffect and #secondaryeffectalways. I want the weapon to empower the user in a magic path. Though I realized it won't really be necessary since it will not be a forgeable weapon. I could just write in the description that it is the sword while I actually let the unit have the skill from the start. Still a list of what is doable and not would be nice.
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As has been said, #secondaryeffect and #secondaryeffectalways are other weapons which are linked from the first one and take place on hit. They cannot give your unit spell effects like luck, body ethereal or anything like that. Only items can do that, which you would need to forge. An item may grant a unit a weapon or armor (much like modding an armor onto a unit) but unlike intrinsic weapons and armor, items can also grant resistances, stat increases, luck or other special abilities.
The Dom3 DB will give you a full list of weapons, armor, units and most everything else in the game except spells. You can find it linked from my sig, from the mod list thread and from the other links in this thread. You need Open Office to open the full one, but there is also an Excel version (static, so only has numerical data, no formulas).
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September 6th, 2008, 03:00 PM
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Re: Modding: Effects?
This is what my efforts has amounted to. The written effects should correspond to cold, elf bane, ice blade and small area cold. The small area cold shows when I look ingame on the weapon but the other effects doesn't. Am I doing it wrong or are they there just not to be seen?
#newweapon 849
#name "The most awesome weapon ever(?)"
#dmg 27
#nratt 4
#att 0
#def 1
#len 9
#twohand
#sound 8
#magic
#bonus
#secondary effect 222
#secondary effect 246
#secondary effect 37
#secondaryeffectalways 409
#end
Also could nbr of attacks limit the times a unit strikes if the unit were to have more Aps? Will search the manual for an answear.
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September 6th, 2008, 05:25 AM
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First Lieutenant
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Re: Modding: Effects?
Most weapon effects are on page 5 of the modding manual. You can find the modding manual in your directory and if you have downloaded 3.20 the modding manual will be updated.
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September 6th, 2008, 06:04 AM
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Re: Modding: Effects?
I am using the manual but for example it doesn't state what id large area frost has. But I guess I'll just work with what I got. Currently I am trying to add a summoning effect to the Illwinter spell. Though spell modding seems quite a hassle.
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September 6th, 2008, 06:07 AM
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National Security Advisor
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Re: Modding: Effects?
Edi's DB is the ideal thing to find all the effect numbers.
However, moddable weapons can't do anything clever like give a magic boost. They can only do weapon-y effects. So various AOE things, different kinds of damage, life-drain etc. are all possible. A weapon that makes you lucky isn't possible.
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September 6th, 2008, 03:28 PM
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Re: Modding: Effects?
#secondaryeffect is supposed to be written together. Further, a weapon can only have one secondaryeffect. If you want more, you must chain them (first weapon has one secondaryeffect, which has a second secondaryeffect, which has... etc)
You cannot mix #secondaryeffect and secondaryeffectalways and make it work the way you do. If you add a secondaryeffectalways to the final secondaryeffect weapon, it is invoked only if its parent weapon is invoked, meaning that only if the initial attack hits. IF you mod the secondaryeffectalways on the first weapon, then no matter what happens, it hits everything in the square and the normal secondaryeffects then hit every single one of those units in a daisychain.
You need to be a little less ambitious.
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