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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
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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
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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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January 27th, 2007, 03:31 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Modder\'s Guide
You can get the Unit DB for Dom2 from Arryn's site or Sunray's site but the DB for Dom3 is still a work in progress and is not yet available.
Most of the numbers will be the same, it starts breaking down after #1060.
Edi
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January 29th, 2007, 02:25 PM
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Sergeant
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Join Date: Apr 2004
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Re: Modder\'s Guide
Next question! Is there a comprehensive list of item numbers?
Second, when modding monsters, it is possible to "copystats" from an existing monster, then change stats/attributes from that base to create a new monster. Is such a thing possible with weapons or armor?
I don't think so (my experiments resulted in crashification), but it would be a very nice modding feature...
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January 29th, 2007, 03:52 PM
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Major General
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Join Date: Feb 2005
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Re: Modder\'s Guide
There isn't a copy command for items AFAIK.
Do you want a comprehensive list of armor, or weapons, or of forgeables? All three are *probably* in the strings dump, but it's a lot harder to verify those - and anything with a three letter name will generally be missing. I could try extracting them myself rather than depending on Strings to do it.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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January 29th, 2007, 07:10 PM
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National Security Advisor
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Join Date: Oct 2003
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Re: Modder\'s Guide
Quote:
Psientist said:
Next question! Is there a comprehensive list of item numbers?
Second, when modding monsters, it is possible to "copystats" from an existing monster, then change stats/attributes from that base to create a new monster. Is such a thing possible with weapons or armor?
I don't think so (my experiments resulted in crashification), but it would be a very nice modding feature...
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There will be by the time I'm done, but that is going to take a long while yet. The DB will come out without the items, but they will be next on the list after that.
Edi
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January 27th, 2007, 03:37 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
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Re: Modder\'s Guide
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January 27th, 2007, 09:36 PM
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Second Lieutenant
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Re: Modder\'s Guide
That allunitsview map is a bit outdatet since it only goes to 1712 and therefore doesn´t include any lanka units. Here is a new one attached.
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January 28th, 2007, 05:43 AM
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National Security Advisor
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Join Date: Sep 2003
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Re: Modder\'s Guide
I use some version of some allunitview map that shows all units up to 1999. The non-existant units are displayed as unit 1. I'm not sure why it works like this, but I think I got it to work by having a mod add a unit with a high unit number.
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January 28th, 2007, 01:55 PM
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Sergeant
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Join Date: Apr 2004
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Re: Modder\'s Guide
Thanks!
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