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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
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Old October 13th, 2009, 08:46 AM
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Stavis_L Stavis_L is offline
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Default Re: Modding shortlist

BTW, the shortlist is in need of update. The following wished-for features have been granted over the various patches by the kindly devs:

MONSTER MODDING

* #landshape [monster nbr]
* #watershape [monster nbr]
* #forestshape [monster nbr]
* #plainshape [monster nbr]
* #heat [value]
* #cold [value]
* #stormimmune
* #unique
* #beckon [value]
* #affliction [bitmask] [chance] --> implemented as #startaff [percent]
* #stonebeing
* #bloodvengeance [strength]
* #leper

WEAPON MODDING

* #range (suggestion for negatives to indicate strength based is implemented)
* #mrnegates
* #mrnegateseasily
* #dt_small
* #dt_large
* #dt_construct --> not implemented, but can be simulated with #secondaryeffect and #dt_constructonly
* #dt_magic
* #dt_demononly
* #dt_constructonly
* #mind
* #dt_raise

NATION MODDING

* #undeadnation --> implemented as #autoundead, #zombiereanim, #horsereanim, #manikinreanim, #tombwyrmreanim, and #wightreanim
* #addpretender [monster nbr] --> implemented as #restrictedgod [nation nbr] in monster modding
* #killingdominion [multiplier] --> implemented as #domkill [value]
* #templecost [value]
* #labcost

MAGIC SITE MODDING

* #mon [monster nbr]
* #com [monster nbr]
* #increase_[scale] [+/-1] --> implemented as #incscale [scale] / #decscale [scale]
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