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February 25th, 2013, 05:14 AM
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Private
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Join Date: Apr 2010
Posts: 7
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Modding a Pretender, and when I try to create...
Right, I am modding in an Oni pretender for EA Yomi, the details are yet to be finalised but right now the code looks like this:
Code:
#newmonster 2001
#copyspr 1316
#name "Dai Oni Lord"
#descr "The Dai Oni Lord is the mightiest of the demon kings. Like the Dai Oni, he is huge and commands vast magical powers, though like all Oni, he is a terrible researcher. Like all Oni, he can adopt a weaker spirit form when defeated in battle, this spirit form must also be defeated to fully kill the Lord. The lesser Oni and their servants revere him as a god, and with the old Pantokrator gone, is out to become a true god."
#hp 70
#size 5
#ressize 5
#prot 8
#mor 30
#mr 20
#enc 1
#str 23
#att 15
#def 14
#prec 9
#mapmove 2
#ap 12
#gcost 75
#rcost 1
#weapon 21 -- Javelin
#weapon 379 -- No-Dashi
#weapon 383 -- Throw Flames
#okleader
#nomagicleader
#expertundeadleader
#startdom 3
#pathcost 50
#itemslots 15494 -- two hands, one head, one body, one feet, two misc
#magicskill 5 1
#magicskill 0 1
#magicskill 1 1
#magicskill 3 1
#magicskill 2 1
#demon
#fireres 100
#poisonres 100
#mountainsurvival
#neednoteat
#supplybonus -5
#researchbonus -3
#secondtmpshape 2002
#fear 4
#maxage 1000
#restrictedgod 19
#end
#newmonster 2002
#copyspr 1317
#name "Oni Spirit"
#descr "Oni are almost immortal, if their physical body is destroyed they take on spirit form. These spirits must also be destroyed or the Oni will reform a new body."
#hp 35
#size 5
#ressize 5
#prot 0
#mor 30
#mr 20
#enc 0
#str 23
#att 15
#def 14
#prec 9
#mapmove 2
#ap 12
#gcost 75
#rcost 0
#weapon 67 -- Phantasmal Weapon
#okleader
#nomagicleader
#expertundeadleader
#startdom 2
#pathcost 50
#itemslots 15494 -- two misc
#magicskill 0 1
#magicskill 1 1
#magicskill 2 1
#magicskill 3 1
#magicskill 5 1
#ethereal
#undead
#poisonres 100
#neednoteat
#firstshape 2001
#maxage 3000
#restrictedgod 19
#end
#end
and when I go to create a Pretender in game, my Dai Oni Lord is there, and right clicking the chassis in form selection displays the correct magic paths, HOWEVER, when I select the form and go to purchase extra/improve magic paths, I have an S1 pick out of NOWHERE, any idea how to stop this from happening?
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February 25th, 2013, 06:26 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Modding a Pretender, and when I try to create...
#magicskill 5 1 is the culprit. It assigns one level of astral.
You also need to use #secondshape 2002 on the first monster and #firstshape 2001 on the second or your oni will die permanently after the battle if reduced to spirit form.
I suggest taking a closer read through the modding manual and asking in the modding subforum here or on the Desura forum.
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February 25th, 2013, 11:52 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Modding a Pretender, and when I try to create...
There are some interesting results with magicboosting skills. I can't recall the details, but ninjadebugger has used them for various tricks (pretenders that have f6 ingame but only give a f4 bless etc).
I think he posted some of his findings on dom3mods. Or you could look at the awesomegods mods for more details.
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February 25th, 2013, 12:03 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: Modding a Pretender, and when I try to create...
Magicboost works in a pretty simple way. The extra magic is only available for casting. It won't increase cost of paths or count for bless and you don't even see it while picking the pretender.
I would also note that the #magicskill stuff on the second shape is pointless as it will inherit any magic from the primary shape anyway. However there is no real loss from having them either. #startdom, #pathcost and #restrictedgod on the second shape will also probably result in the nation also having access to a pretender chassis named "Oni Spirit" which I don't think is the goal. You should be able to safely remove all of them.
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February 28th, 2013, 10:38 PM
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Private
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Join Date: Sep 2008
Posts: 19
Thanks: 36
Thanked 3 Times in 2 Posts
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Re: Modding a Pretender, and when I try to create...
The problem here is not magicskill 5 or any other thing like it.
The problem is your unit numbers. Units in game go up to 2106 or 2107 so make your numbers higher than those or put in the #clearmagic command if you wanted to overwrite the preexisting units. If you were overwriting 2000 and 2001 for a reason you may want to also use #clearweapons and #cleararmor.
Last edited by Happyfungi; February 28th, 2013 at 10:42 PM..
Reason: in game unit number correction
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The Following 2 Users Say Thank You to Happyfungi For This Useful Post:
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February 28th, 2013, 11:06 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: Modding a Pretender, and when I try to create...
Indeed, magic path number 5 is death, not astral. Kudos to you for noticing.
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March 1st, 2013, 02:33 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: Modding a Pretender, and when I try to create...
Oops, sorry. I had my path mask math off a bit and didn't think to check the unit numbers properly. How embarrassing...
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March 1st, 2013, 03:25 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Modding a Pretender, and when I try to create...
Off by one bugs are so common it is nothing to be ashamed off. Blame the silly mathematicians!
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