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April 11th, 2010, 05:02 PM
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Second Lieutenant
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Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
Thanks: 22
Thanked 19 Times in 13 Posts
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Re: Modding tips and tricks
if a make a creature with:
#copystats 1389 the monster who lose 10% of it's hp any month outside his home
#noheal
#magicbeing
will i get a monster who lose 1 hp each month outside his home but will be healed to 100% inside a lab?
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April 12th, 2010, 08:37 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Modding tips and tricks
I believe so, yes.
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April 16th, 2010, 06:06 PM
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Second Lieutenant
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Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
Thanks: 22
Thanked 19 Times in 13 Posts
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Re: Modding tips and tricks
Is it possible to create a monster that kills undead in the province he is in like the site do?
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April 16th, 2010, 06:18 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Modding tips and tricks
Nope.
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April 17th, 2010, 10:32 AM
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Second Lieutenant
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Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
Thanks: 22
Thanked 19 Times in 13 Posts
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Re: Modding tips and tricks
Quote:
Originally Posted by Swan
if a make a creature with:
#copystats 1389 the monster who lose 10% of it's hp any month outside his home
#noheal
#magicbeing
will i get a monster who lose 1 hp each month outside his home but will be healed to 100% inside a lab?
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It doesn't work, the monster doesnt'lose any hp
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April 27th, 2010, 01:10 PM
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Second Lieutenant
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Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
Thanks: 22
Thanked 19 Times in 13 Posts
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Re: Modding tips and tricks
I think there is a bug:
in order to obtain a monster with "dies away from home", you have to use
#selectmonster and #makemonster5 using it's name, not his number
1389-->it doesn't work
"blood lord"--> it works
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May 2nd, 2010, 08:40 AM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: Modding tips and tricks
#newspell
#name "The Burning Trail2"
#descr "The Burning Trail2"
#school -1
#researchlevel 0
#path 0 0
#path 1 5
#pathlevel 0 3
#pathlevel 1 3
#effect 10001
#damage 2102
#nreff 8
#end
#newspell
#name "The Burning Trail"
#descr "The mage travels to the infernal planes and follows the burning trails to find and submit a flock of Nightmares. Once done, he summons a group of wights to mount some of the Mares."
#school 0
#researchlevel 7
#path 0 0
#path 1 5
#pathlevel 0 3
#pathlevel 1 3
#effect 10001
#fatiguecost 3200
#damage 2101
#nreff 4
#nextspell "The Burning Trail2"
#end
why doesnt this spell work ? it only creates the initial 4 units, but not the nextspell ones.
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May 2nd, 2010, 11:02 AM
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Second Lieutenant
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Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
Thanks: 22
Thanked 19 Times in 13 Posts
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Re: Modding tips and tricks
Doesn't nextspell work only for already existing spells?
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May 2nd, 2010, 11:45 AM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: Modding tips and tricks
Weird. Apparently the spell does work as intended, summoning 12 units, 4+8. Whats funny is that the spells description only shows number of effects 4. Apparently subspells effects are calculated beforehand.
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May 3rd, 2010, 08:17 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: Modding tips and tricks
How do I script a ritual that will summon a random commander from a list?
Do I just add more #damage commands for each different commander I want to be included in the random list? Is there a specific #effect command? TNX.
Last edited by Atreidi; May 3rd, 2010 at 08:26 AM..
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