| 
 | 
     
    
    
    
     
    
    
    
 
    
    
 
    
     
    
    
    
     
    
    
    
     
    
    
    
 
    
    
 
    
    
 | 
       | 
      
 
 
	
		  | 
	
	 | 
 
 
		
	
	
	
		
	
	
	
		
		
		
			
			 
			
				October 4th, 2008, 11:17 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
			
				
				
				 Major General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Oct 2006 
					Location: Tennessee USA 
					
					
						Posts: 2,059
					 
					 
	Thanks: 229 
	
		
			
				Thanked 106 Times in 71 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Script for combining multiple mods
			 
             
			
		
		
		
		This is brilliant and will go a long way to combining my MOM nations mods when I get to that point. Thank you very much! 
		
	
		
		
		
		
		
		
			
				__________________ 
				BLAH BLAH BLAH BLAH NEXT TURN.
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				October 12th, 2008, 07:58 AM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				National Security Advisor 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Nov 2006 
					Location: Oxford, UK 
					
					
						Posts: 5,921
					 
					 
	Thanks: 194 
	
		
			
				Thanked 855 Times in 291 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Script for combining multiple mods
			 
             
			
		
		
		
		Just updated the mod to make a small but important fix: Previously the script actually rather embarrassingly couldn't cope with more than one space between a command and a value (e.g. "#newmonster   2500" would have confused it). That's now fixed. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				October 13th, 2008, 06:15 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Major General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Feb 2005 
					Location: Lake of Hali, Aldebaran, OH 
					
					
						Posts: 2,474
					 
					 
	Thanks: 51 
	
		
			
				Thanked 67 Times in 27 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Script for combining multiple mods
			 
             
			
		
		
		
		So I've been absent from the modding forum and am glad to see that the first thing I needed to do has been done already   .
 
 Thanks, llamabeast. This a vast improvement over anything I ever put together, or was likely to put together.  
		
	
		
		
		
		
		
		
			
				__________________ 
				If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				March 9th, 2009, 11:54 AM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				BANNED USER 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Jan 2009 
					Location: a small farm 
					
					
						Posts: 340
					 
					 
	Thanks: 73 
	
		
			
				Thanked 103 Times in 42 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Script for combining multiple mods
			 
             
			
		
		
		
		I've been working on a  tool that includes functionality similar to your combineMods script.  In fact I've been cribbing from your script in order to see what I was supposed to do.  I missed all the makemonster and summon stuff the first time.  DMG does an additional thing that combineMods does not, which is it also combines the images so you can easily package your combined mods when you are done.  For demo/testing purposes I put together a  mega mod (~30k lines) that combines 20 of the mod nations and activates all the original nations.  It modifies 623 monster ids, 20 nations, 48 magic sites, 159 weapons, 61 armors, and 995 tga files.  The number of sprite files is actually the hard limit as more than 1000 crashes with *too many sprites*.  I still haven't done anything with nametypes but I may follow your lead and overwrite some of the *unimportant* ones.  Sorry if this sounds competitive as my intent is cooperative    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	
		
			| 
				
					The Following User Says Thank You to pyg For This Useful Post:
				
			 | 
			
			
		 
		 |  
	 
  
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				March 10th, 2009, 12:47 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				BANNED USER 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: May 2004 
					
					
					
						Posts: 4,075
					 
					 
	Thanks: 203 
	
		
			
				Thanked 121 Times in 91 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Script for combining multiple mods
			 
             
			
		
		
		
		Wow!  Awesome llama and pyg. 
 
Llama, will this handle the question I asked in the ABM thread, ie.,  
 
CBM.dm 
CBMfixes.dm 
 
So for example if the unit has the same unit number 
 
cbm.dm 
#selectmonster 1 
... 
#descr "foo" 
#end 
 
cbmfix.dm 
#selectmonster 1 
... 
#descr "bah" 
#end 
 
So monster 1 will have description "bah"?  If so this would/will be amazing and awesome! 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				March 10th, 2009, 01:44 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				National Security Advisor 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Nov 2006 
					Location: Oxford, UK 
					
					
						Posts: 5,921
					 
					 
	Thanks: 194 
	
		
			
				Thanked 855 Times in 291 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Script for combining multiple mods
			 
             
			
		
		
		
		Regrettably not chris. I don't know of any way to fix that problem unfortunately. I can see it's quite a bummer for you. 
 
pyg - great stuff. I should think a mod like that might be really popular to let people see all the mod nations. I bet it was very pleasing to code too! Incidentally I would be inclined to set it in the middle era, where things are all averagy. You should post about it in the main forum, it might get some interest as a funky alternative to the other single age mods. It might be worth listing the mod nations and describing which ones are considered balanced though (basically Sombre's mods, Tomb Kings, Alugra and Haida Gwaii so far as I can remember). 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				May 19th, 2009, 10:51 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Major General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Sep 2007 
					Location: Scotland 
					
					
						Posts: 2,066
					 
					 
	Thanks: 109 
	
		
			
				Thanked 162 Times in 118 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Script for combining multiple mods
			 
             
			
		
		
		
		I've tried using this for the Modness game, but got a non-functional mod out of it.  I was using ActivePerl, and got the following messages. 
	Quote: 
	
	
		
			
				C:\Perl>perl -w combineMods 2 sitemod.dm antilarium4.dm CBcomplete_1.5.dm CPCS.dm Holy_War_Divine.dm Holy_War.dm mytheology4modness.dm modnessmod 
 
Use of uninitialized value $totalModNations in subtraction (-) at combineMods line 120. 
Name of new mod: modnessmod.dm 
Use of uninitialized value $maxSpellCounter in numeric gt (>) at combineMods line 183,  line 5039. 
Use of uninitialized value $replaceWith in substitution (s///) at combineMods line 816,  line 25557. 
Use of uninitialized value $replaceWith in substitution (s///) at combineMods line 816,  line 25557. 
All done!
			
		 | 
	 
	 
 Any ideas?
 
Error message was name2spell:no such spell!  
		
	
		
		
			
		
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				May 19th, 2009, 02:57 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Oct 2007 
					Location: Poland 
					
					
						Posts: 3,414
					 
					 
	Thanks: 26 
	
		
			
				Thanked 73 Times in 49 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Script for combining multiple mods
			 
             
			
		
		
		
		I am getting that: 
 
Use of uninitialized value $totalModNations in subtraction (-) at combineMods line 120. 
Name of new mod: SuperMod.dm 
 
Use of uninitialized value $maxSpellCounter in numeric gt (>) at combineMods line 183,  line 23. 
Use of uninitialized value $replaceWith in substitution (s///) at combineMods line 816,  line 12748. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				May 19th, 2009, 03:20 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Oct 2007 
					Location: Poland 
					
					
						Posts: 3,414
					 
					 
	Thanks: 26 
	
		
			
				Thanked 73 Times in 49 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Script for combining multiple mods
			 
             
			
		
		
		
		Hmm... in my log file big part of CBM is highlighted in red, not in grey, like other mods and other part of cbm, the one that is being harvested. Maybe that's the reason? Or just my display? It is triggered by ' character. And in openoffice reader it is shown as unrecognised character. But it may be just my properties of text editor. I remember that you had issues on llamaserver with ' nations    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				May 19th, 2009, 04:11 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Oct 2007 
					Location: Poland 
					
					
						Posts: 3,414
					 
					 
	Thanks: 26 
	
		
			
				Thanked 73 Times in 49 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Script for combining multiple mods
			 
             
			
		
		
		
		Huh, it works great for CBM, it makes all damage just fine. In CPCS.dm it changes #damage 2 to #damage llamaspell1 etc. And I don't see anything special about CPCS mod to explain it. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
 
	
		
	
	
	
	
	
	
	| Thread Tools | 
	
 
	| 
	
	
	
	 | 
	
 
	| Display Modes | 
	
 
	
	
	
	
		  Linear Mode 
		
		
	 
	
	 | 
	
	
 
 
	
		
	
		 
		Posting Rules
	 | 
 
	
		
		You may not post new threads 
		You may not post replies 
		You may not post attachments 
		You may not edit your posts 
		 
		
		
		
		
		HTML code is On 
		 
		
	  | 
 
 
	 | 
	
		
	 | 
 
 
     |  
 |