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Old January 28th, 2008, 03:10 PM
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Default New modding commands of 3.14

EDIT: #onebattlespell is mentioned in the mod manual. I still left the appopriate discussion to the end of this post due to info it contains.

The following modding commands aren't mentioned in the manual, but they work:

#newitem, #descr, #weapon, #armor, #type, #name, #copyspr,

This syntax seems to work:

#newitem
Creates a new magic item and selects it for modding by the
following commands. End creating the magic item with the
#end command.

#copyspr <magic item nr>
Copies the sprite of the specified magic item to the current magic item.

#name "text"
Sets the name for the active magic item. Changing name of a
magic item will remove its description as well, so make sure to set name before description.

#descr "text"
A text description of the magic item.

#weapon "text" | <nr>
Defines what kind of a weapon, if any, the unit gets when it uses the item. Works on misc item, boots, shield, 2-h weapon, 1-h weapon. Does not work for helmets, armor.

#armor "text" | <nr>??
Defines what kind of armor, if any, the units gets when it uses the item. I didn't actually test this, so it might be limited to name only, just as #armor for units.

#type
Defines whether the item is 1-handed or 2-handed weapon, a shield, a helmet, a body armor, a pair of boots or a miscellanous item. Defaults to miscellanous.
Syntax:
1 1-handed weapon
2 2-handed weapon
3 not forgeable, can be wielded on two hands - probably a bug
4 shield
5 body armor
6 helmet
7 boots
8 misc


#nextspell
At least with #nextspell, to use custom spells you have to use the spell ID number. Because spell ID's can't be defined manually, the number a spesific spell is assigned changes depending on which mods you have enabled. The first new spell will be 829, the second 830 etc.

A mod which uses #nextspell won't work if any mod that adds a new spell was read before it. I think mods are read in alphabetical order, so mods that use one or both of the above should probably be named "aa_modname.dm". This allows them to work with other mods that add spells but don't use #nextspell. Also, if new spells are added in any future patch (and there's at least one more nation coming, MA Vanarus predecessor of Bogarus), the spell ID numbers will change.



Examples:

#newitem
#name "Bashing Stone"
#weapon "Boulder"
#copyspr 282
#descr "Stone with runes to throw it far"
#mainpath 4
#mainlevel 2
#end
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