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January 10th, 2007, 02:46 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
Thanks: 0
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Re: Modder\'s Guide
The easiest way to view all monsters until edi finishes his exceldatabase is to use the allunitsview map, which should be somewhere here in the modding forum.
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January 10th, 2007, 03:01 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Modder\'s Guide
Browsing thru them all in one game lets you
A) capture the image if you want to create a new version
or
B) use the "I" button to see things like its numeric designator
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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January 10th, 2007, 03:49 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
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Re: Modder\'s Guide
Thanks!
While we're at it (aren't I demanding?), is there any way to give special (e.g. spell) attributes to monsters and items?
For example, certain deities summon allies over time, and lots of magic items duplicate effects of spells. But there doesn't appear to be a documented way to create a new pretender or item that has spell attributes of the Modder's choosing...
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January 14th, 2007, 12:53 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
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Re: Modder\'s Guide
I guess the number of views but lack of responses to my last question means:
1) Such a thing isn't possible.
2) Such a thing may be possible, but nobody knows. Probably a hack.
3) It is possible, but undocumented, and kind of complex, so the development team isn't motivated to explain it.
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January 14th, 2007, 03:33 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: Modder\'s Guide
I have no idea of the answer. I dont really do mods.
But have you seen yesterdays entry to the progress file?
Quote:
13th january
* Darkness did not work properly regarding demons.
* Modding: new commands: #domsummon, #domsummon2, #domsummon20.
* Modding: new commands: #summon1, #summon5, #makemonster1-5.
* Modding: #copy renamed to #copyspell in manual as well.
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http://ulm.illwinter.com/dom3/dom3progress.html
Does that mean that Johan has fixed that for the next patch?
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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January 14th, 2007, 05:01 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Modder\'s Guide
Looks like that might cover some of the unique Pretender abilities I asked about (but not assigning spell attributes to monsters or items). I'll play with it when the 3.05 patch comes out.
Thanks for the heads-up...
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January 27th, 2007, 02:37 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Modder\'s Guide
Does anybody have a link to the allunitsview map, or Edi's spreadsheet? The search function on this forum is pretty capricious, and I haven't found them.
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