|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				April 13th, 2009, 03:44 PM
			
			
			
		 |  
	| 
		
			
			| 
 Lieutenant General |  | 
					Join Date: Sep 2007 
						Posts: 2,691
					 Thanks: 5 
		
			
				Thanked 39 Times in 31 Posts
			
		
	      |  |  
    
	| 
				 Re: TOUGH  Modding Questions 
 For example.
 The spell monster boar has:
 effect 10042 (the same as dream horror btw, I think they are both indep stealth spells right, never used them)
 
 10000 means ritual, and 42 means send event
 
 the damage is 11 and 12 on those spells which means that the damage CANNOT mean the unit number which it usually is with summon spells.
 
 I guess that means you can't just replace a unit number and use the same effect.
 
 The send assassin spells use 10050 (eg send tupilak (don't know that one) and infernal disease (never used it htough) and there you can use a unit number as damage (I think).. but then you would just have a remote assasin spell not one hidden.
 
				__________________ 
				Want a blend of fantasy  and sci-fi ? Try the total conversion Dominions 3000  mod  with a new and fully modded solar system map. 
Dragons wanted? Try the Dragons, Magic Incarnate  nation. 
New and different undead nation? Try Souls of Shiar . Including new powerfull holy magic. 
In for a whole new sort of game? Then try my scenario map Gang Wars .
			 |  
	
		
			| The Following User Says Thank You to Aezeal For This Useful Post: |  |  |  
	
		
	
	
	| 
			
			 
			
				April 17th, 2009, 05:43 PM
			
			
			
		 |  
	| 
		
			
			| 
 General |  | 
					Join Date: Oct 2007 
						Posts: 3,007
					 Thanks: 171 
		
			
				Thanked 206 Times in 159 Posts
			
		
	      |  |  
    
	| 
				 Re: TOUGH  Modding Questions 
 A friend of mine is having a weird problem with one of his mods. 
	Code: #newmonster 2702
#name "Lesser Daemon"
#copyspr 1268
#descr "A low level daemon."
#ap 12
#mapmove 2
#hp 12
#prot 0
#size 2
#str 11
#enc 3
#att 10
#def 10
#prec 10
#mr 10
#mor 10
#gcost 10
#rcost 0
#weapon 601
#Weapon 627
#armor "Four Word Long Name"
#armor "Four Word Long Name"
#maxage 400
#fireres 60
#neednoteat
#demon
#okleader
#nomagicleader
#noundeadleader
#nametype 102
#end The problem with this unit is that it is supposed to be dual wielding, but when you look at it in game it can only use one weapon.  We've tried a number of things to make it work but we can't figure out any way for it to dual wield, no matter what weapons we try to give it.  Is the problem somewhere in its stats?  Where else should we be looking to try and fix this problem?  Any help would be appreciated, this is driving us crazy.... |  
	
		
	
	
	| 
			
			 
			
				April 17th, 2009, 06:18 PM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Jun 2003 Location: az 
						Posts: 3,069
					 Thanks: 41 
		
			
				Thanked 39 Times in 28 Posts
			
		
	      |  |  
    
	| 
				 Re: TOUGH  Modding Questions 
 looks like it needs  #ambidextrous 1 
				__________________There can be only one.
 
                 Last edited by NTJedi; April 17th, 2009 at 06:18 PM..
                    
                    
                        Reason: typo
 |  
	
		
	
	
	| 
			
			 
			
				April 17th, 2009, 06:22 PM
			
			
			
		 |  
	| 
		
			
			| 
 General |  | 
					Join Date: Oct 2007 
						Posts: 3,007
					 Thanks: 171 
		
			
				Thanked 206 Times in 159 Posts
			
		
	      |  |  
    
	| 
				 Re: TOUGH  Modding Questions 
 Tried it... doesn't help   |  
	
		
	
	
	| 
			
			 
			
				April 17th, 2009, 07:28 PM
			
			
			
		 |  
	| 
		
			
			| 
 Lieutenant General |  | 
					Join Date: Sep 2007 
						Posts: 2,691
					 Thanks: 5 
		
			
				Thanked 39 Times in 31 Posts
			
		
	      |  |  
    
	| 
				 Re: TOUGH  Modding Questions 
 is any of those armors a shield? is any of the weapons 2 handed? does something else show up whcih would occupy a hand? 
				__________________ 
				Want a blend of fantasy  and sci-fi ? Try the total conversion Dominions 3000  mod  with a new and fully modded solar system map. 
Dragons wanted? Try the Dragons, Magic Incarnate  nation. 
New and different undead nation? Try Souls of Shiar . Including new powerfull holy magic. 
In for a whole new sort of game? Then try my scenario map Gang Wars .
			 |  
	
		
	
	
	| 
			
			 
			
				April 17th, 2009, 08:07 PM
			
			
			
		 |  
	| 
		
			
			| 
 Lieutenant General |  | 
					Join Date: Sep 2007 
						Posts: 2,691
					 Thanks: 5 
		
			
				Thanked 39 Times in 31 Posts
			
		
	      |  |  
    
	| 
				 Re: TOUGH  Modding Questions 
 #newitem #name "Blaster"
 #descr "The blaster is a basic ranged weapon used all around the galaxy."
 #constlevel 0
 #mainpath 3
 #mainlevel 1
 #secondarypath -1
 #type 3
 #weapon 701
 #copyspr 16
 #end
 
 why is this not showing I wonder (the copyspr is a copy of just mans cross since Ivé not seen a command to add new sprites)
 
 it's level 0, earth magic so should show and be forgable by any with earth magic and a few gems.. doesn't show though.
 
				__________________ 
				Want a blend of fantasy  and sci-fi ? Try the total conversion Dominions 3000  mod  with a new and fully modded solar system map. 
Dragons wanted? Try the Dragons, Magic Incarnate  nation. 
New and different undead nation? Try Souls of Shiar . Including new powerfull holy magic. 
In for a whole new sort of game? Then try my scenario map Gang Wars .
			 |  
	
		
	
	
	| 
			
			 
			
				April 17th, 2009, 08:13 PM
			
			
			
		 |  
	| 
		
			
			| 
 General |  | 
					Join Date: Oct 2007 
						Posts: 3,007
					 Thanks: 171 
		
			
				Thanked 206 Times in 159 Posts
			
		
	      |  |  
    
	| 
				 Re: TOUGH  Modding Questions 
 
	Quote: 
	
		| 
					Originally Posted by Aezeal  is any of those armors a shield? is any of the weapons 2 handed? does something else show up whcih would occupy a hand? |  Nope, it's a helmet and body armor.  The weapons are both one handed, and we've tried using vanilla weapons in their place.  For example, giving the unit a spear and a dagger makes it use just a spear.  It's also not a conflict with other mods, we made sure to rule that out early. |  
	
		
	
	
	| 
			
			 
			
				April 17th, 2009, 09:04 PM
			
			
			
		 |  
	| 
		
			
			| 
 Corporal |  | 
					Join Date: Jun 2008 
						Posts: 80
					 Thanks: 2 
		
			
				Thanked 23 Times in 16 Posts
			
		
	      |  |  
    
	| 
				 Re: TOUGH  Modding Questions 
 You capitalised the "W" of the second #weapon, though I dunno if that'd cause it to not work. Try making it lower-case, either way. 
Let's see... perhaps it might be connected to itemslots somehow? Try assigning a value with two or more hand slots and see if that works.
 
Other than these things, I can only suggest you refer to the weapons by name rather than number, as that's what I've always done, though I don't think that'd cause problems.
 
I also pasted a random unit from a mod of mine that properly dual-wields one-handed weapons below, in case you can spot any differences I've missed.
 
	Code: #newmonster 2905
#spr1 "./fate/archer_2.tga"
#spr2 "./fate/archer_2_attack.tga"
#name "Archer"
#descr "A hero of myth or legend summoned to do fight at your side. Archer is not a class suited for melee combat, and this individual is no exception. He serves best off the battle field, and has the ability to create magical items with almost no materials by pulling them from an internal 'world'. When forced to do battle, he fights using a pair of flawless blades created anew for each attack, and a magical shield likewise 'projected' to block most missiles. He has unrivalled precision, as befitting his class."
#onebattlespell "Air Shield"
#ap 20
#mapmove 2
#hp 70
#prot 4
#size 2
#unique
#str 11
#enc 1
#att 17
#def 20
#prec 33
#mr 15
#mor 30
#gcost 0
#rcost 0
#weapon "Kanshou"
#weapon "Bakuya"
#armor "Coat"
#eyes 2
#startage 40
#maxage 370
#ambidextrous 12
#forgebonus 100
#coldres 25
#fireres 25
#shockres 100
#poisonres 25
#itemslots 15494
#magicskill 0 3
#magicskill 1 3
#magicskill 2 2
#magicskill 3 3
#poorleader
#poormagicleader
#noundeadleader
#end
				__________________ 
				Involved in:
Pax Malazica , bringing the Malazan Empire to Dominions 3.
Fate/Sprite Works , a mod including my left-over practice sprites as summonable units.
			 |  
	
		
			| The Following User Says Thank You to Calchet For This Useful Post: |  |  |  
	
		
	
	
	| 
			
			 
			
				April 17th, 2009, 10:55 PM
			
			
			
		 |  
	| 
		
			|  | 
 Colonel |  | 
					Join Date: Jun 2007 Location: Finland 
						Posts: 1,617
					 Thanks: 179 
		
			
				Thanked 304 Times in 123 Posts
			
		
	      |  |  
    
	| 
				 Re: TOUGH  Modding Questions 
 It's the capital letter "W" in the second "Weapon" - line. Lowercase it (to "#weapon"), and then it should work.
 I've been struck by this multiple times.
 |  
	
		
			| The Following 2 Users Say Thank You to Burnsaber For This Useful Post: |  |  |  
	
		
	
	
	| 
			
			 
			
				April 18th, 2009, 05:00 AM
			
			
			
		 |  
	| 
		
			
			| 
 Lieutenant General |  | 
					Join Date: Sep 2007 
						Posts: 2,691
					 Thanks: 5 
		
			
				Thanked 39 Times in 31 Posts
			
		
	      |  |  
    
	| 
				 Re: TOUGH  Modding Questions 
 anyway is there really no way to get a new sprite in for the weapons... I mean.. there isn't really anything that really looks like a gun of any kind in the game. 
and I still like to know why it doesn't work  
				__________________ 
				Want a blend of fantasy  and sci-fi ? Try the total conversion Dominions 3000  mod  with a new and fully modded solar system map. 
Dragons wanted? Try the Dragons, Magic Incarnate  nation. 
New and different undead nation? Try Souls of Shiar . Including new powerfull holy magic. 
In for a whole new sort of game? Then try my scenario map Gang Wars .
			 |  
	
		
	
	
	
	
	
	
	| 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 
 |  |  |  |  |