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May 15th, 2010, 12:33 PM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
Posts: 247
Thanks: 4
Thanked 1 Time in 1 Post
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Moding a Goneberserk Unit..
How can I create a unit that has goneberserk from the start of battle?
Is there a unit I can copy stats from?
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May 15th, 2010, 05:47 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Moding a Goneberserk Unit..
You can't and no, there isn't.
Gone berserk only manifests is a berserker is wounded or through certain items (Sun Sword, Flesh Eater, the wolf pelt armor)
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May 15th, 2010, 08:35 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Thanked 25 Times in 22 Posts
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Re: Moding a Goneberserk Unit..
You could probably give a commander a #onebattle spell that casts touch of madness. I believe that one of Burnsaber's pretenders (Grungi?) does this in his dwarf mod.
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May 15th, 2010, 10:58 PM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
Posts: 247
Thanks: 4
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Re: Moding a Goneberserk Unit..
Quote:
Originally Posted by Graeme Dice
You could probably give a commander a #onebattle spell that casts touch of madness. I believe that one of Burnsaber's pretenders (Grungi?) does this in his dwarf mod.
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Touch of madness selfinflicts the caster?
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May 15th, 2010, 11:17 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Moding a Goneberserk Unit..
All the slayer commanders in that mod cast a berserk spell at the start of combat. It seems that when they've got things near them it won't always get the commander too. It usually does though.
__________________
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May 16th, 2010, 01:28 AM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
Posts: 247
Thanks: 4
Thanked 1 Time in 1 Post
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Re: Moding a Goneberserk Unit..
I see... There must be a way to do it. There is an item that gives you the goneberserk skill upon equipment. Would there be a way to script it into a commander or unit through that item perhaps?
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May 16th, 2010, 11:31 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Moding a Goneberserk Unit..
Only by giving it to the commander in a map file. Not doable through mod.
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May 16th, 2010, 12:26 PM
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Second Lieutenant
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Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
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Re: Moding a Goneberserk Unit..
maybe, create a new spell with #copyspell "touch of madness" and setting aoe/range 0, that should give a single target "touch" on yourself only; maybe.
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May 16th, 2010, 10:05 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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Thanked 209 Times in 57 Posts
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Re: Moding a Goneberserk Unit..
Quote:
Originally Posted by Swan
maybe, create a new spell with #copyspell "touch of madness" and setting aoe/range 0, that should give a single target "touch" on yourself only; maybe.
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You can't #onebattlespell custom spells.
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May 16th, 2010, 11:39 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
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Thanked 106 Times in 71 Posts
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Re: Moding a Goneberserk Unit..
Quote:
Originally Posted by elmokki
Quote:
Originally Posted by Swan
maybe, create a new spell with #copyspell "touch of madness" and setting aoe/range 0, that should give a single target "touch" on yourself only; maybe.
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You can't #onebattlespell custom spells.
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Sure you can.
You #copyspell an existing spell to a custom slot, then overwrite the original.
For example I used this code in my Rohan mod:
-------------One Battle Spell for King of Rohan---------------
#newspell
#copyspell 166
#end
#selectspell 166
#clear
#school -1
#researchlevel 0
#damage 2321
#nreff 4
#range 1
#effect 1
#end
---------------------------------------------------
The end result was that the original spell in slot 166 worked fine and I was able to use #onebattlespell to spawn a group of royal guards for the King of Rohan.
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