|
|
|
 |

June 9th, 2008, 01:40 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Modding shortlist
Yep. Heat and cold with value, armor assignment by number, the already suggested #heroX <nbr> "Name" would be great. There are some other things that would make nation modding and moving them around different eras a lot easier, but that would mainly apply to the existing nations and modifying the current source code so that brief, summary and desription were tied to nation number.
I'll draw up a preliminary list at the end of June. This week will be spent finishing up 3.17 DB and then restoring an upgraded Better Independents mod, perhaps also restoring the Faerun map. The next week I'll be on vacation and offline.
|

June 10th, 2008, 08:20 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Modding shortlist
Thanks for compiling the list Edi. A couple things that seem to be missing:
Magic site:
#adventure <number> As in city of the damned.
Poptype:
#selectpoptype <nmbr>
#clear
#addreccom <name or number>
#addrecunit <name or number>
#terrain <mask>
#rarityera1 <value>
#rarityera2 <value>
#rarityera3 <value>
Monster modding:
#drainpower As in coldpower but with magic scale
Also, the #battlesummon suggestion seems fairly low priority given it can be done with #onebattlespell.
|

June 11th, 2008, 01:46 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Modding shortlist
You're welcome. I threw that list together late yesterday evening, so it's not complete yet. For example, poptype modding is missing so far, but your suggestions for that look good.
|

June 11th, 2008, 02:48 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Modding shortlist
Great! How would you like the suggestions organized?
Weapon modding:
Range: -1 is range: strength, so that's very easy. If other ranges are -2 and -3, they're just as simple to add.
#copyweapon would be useful. You could copy a special effect like Steal Strength and add another special effect to it without giving Shades a big boost.
Showing the mod's title instead of a banner if there's no banner.
Spell modding:
* More spell id numbers
* More spell descriptions available (they cut out at 1000, spells at 1023, or at least something pretty similar).
* #newspell <nr> in addition to #newspell. This would let us properly use modded #onebattlespells. Alternatively, having #onebattlespell work with the NAMES of the modded spells would also work if that's easier to implement.
|

June 11th, 2008, 04:43 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Modding shortlist
So fr I've managed to sort out suggestions from the ones made. I like having itemized lists so it is easy to see what's what. I actualy worked largely off the list you posted earlier as well as the DB entries for various properties of things.
So far the things in the list are mostly suggestions on opening up things that have already been done in the game instead of writing completely new stuff from scratch. More complicated things will obviously require more thought.
I'm going to be pretty useless for spell modding discussions, as that's an aspect I'm not familiar with.
|

June 11th, 2008, 09:05 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Modding shortlist
I'm not good with spell-modding either, but here's something to get that started. Feel free to edit/leave out things as you feel necessary.
SPELL MODDING - Increasing the range of available spell IDs and spell descriptions.
- #newspell <nbr> This would be a modification of the existing #newspell command and would allow the modmaker to use spesific spell IDs to create complex spell effects that work even when several mods adding new spells are used together.
- #event <nr> This command does not exist currently. The spell would cause the indicated event to happen in target province. Alternatively:
- #message "text" This command does not exist currently. The spell would create a message with the spesified text in the target province.
Spell-related: - #onebattlespell <nr> | "name" Currently, #onebattlespell does not find modded spells referenced to by name, unlike #nextspell. Because spell IDs of modded spells vary with the number of enabled mods, multiple mods using #onebattlespell won't work as intended.
-----------------
Unrelated but interesting find of the day:
#nextspell "name" works on modded spells! I thought it was like #onebattlspell and would throw an exception, but no, it works perfectly! This means that modded summon spells can summon as many units and commanders as spell IDs allow without causing any problems with other mods.
|

June 11th, 2008, 03:58 PM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
Re: Modding shortlist
Don't know if this is a code bug or a documentation bug, but it would be nice if
#flightspr <effect no.>
worked for spells and/or we could figure out how to write it in order to MAKE it work. I've only been able to turn off flightsprites for spells with that command, never to enable or change them.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|