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

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  #1  
Old June 4th, 2009, 01:18 PM
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Burnsaber Burnsaber is offline
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Default Re: Mod help?

Eh, yeah.

#weapon "Quarterstaff"
#weapon 7

You only need one of those lines. Both give the quaterstaff weapon.
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  #2  
Old June 4th, 2009, 01:22 PM

Executor Executor is offline
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Default Re: Mod help?

Ah, I assumed you needed both, stupid assumption I guess.
Thanks for the help folks, I'll probably be back for more in a day or two.
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  #3  
Old June 9th, 2009, 07:04 PM

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Default Re: Mod help?

Back, as promised. I'm half done with my mod nation, most of the units and their images are done I just have this one remaining problem,

What's wrong with this picture?

getspldscr: bad splnr

I'm assuming that means get spell description: bad spell number?
Just why does it appear?

#newspell
#name "Summon1"
#descr "Prazno za sada"
#fatiguecost 200
#damage 2420
#school 0
#researchlevel 3
#path 0 5
#pathlevel 0 3
#effect 10001
#restricted 75
#nreff 1
#end


#newmonster 2420
#name "Summon1"
#spr1 "./Vatras/Summon1.tga"
#spr2 "./Vatras/Summon2.tga"
#descr "..."
#ap 12
#mapmove 2
#hp 18
#prot 5
#size 2
#str 14
#enc 0
#att 13
#def 13
#prec 10
#mr 16
#mor 30
#weapon "652
#armor "Bone Shield"
#armor "Iron Cap"
#armor "Chain Mail Hauberk"
#undead
#coldres 100
#fireres 100
#poisonres 100
#nametype 105
#itemslots 15494
#end
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  #4  
Old June 9th, 2009, 07:17 PM

Sombre Sombre is offline
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Default Re: Mod help?

You haven't defined the unit before the spell to summon it, possibly. I'll have a look at it tomorrow if that isn't it.
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  #5  
Old June 10th, 2009, 02:32 PM
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Edi Edi is offline
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Default Re: Mod help?

EDIT: Nevermind, I'm late and the questions I was replying to have been answered.
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  #6  
Old June 10th, 2009, 04:27 PM

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Default Re: Mod help?

OK, I'm back, Sombre, I have no idea what you said what so ever! You'll have to explain it as if you were talking to a little child!
I have to define the unit how?
What's my objective!?!?!?!?!?!?!!?!?!?

I guess modding isn't for anyone...
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  #7  
Old June 10th, 2009, 05:45 PM

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Default Re: Mod help?

Just put the chunk of code for the unit/monster before the chunk of code for the spell and see if that works.
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  #8  
Old June 10th, 2009, 05:59 PM

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Default Re: Mod help?

Oh, that's what you meant,
No it wasn't that, actually the unit was before the spell in the mod file,
however I just saw the game Uninsanity started, again, and realised a combined mod of 4 was enabled all that time I was trying to figure out what was wrong so I guess some spell had the same number.

I need to pay more attention, Thanks anyway!!!
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