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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 June 26th, 2008, 12:55 PM
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Default Magic Item Modding

MAGIC ITEM MODDING (COMMANDS THAT DO NOT EXIST YET)
  • #clearitem Clears currently selected item
  • #copyitem [item nbr] | "itemname" Copies specified item's attributes to currently selected new item
  • #coldres [percent] Item gives specified amount of cold resistance
  • #fireres [percent] Item gives specified amount of fire resistance
  • #poisonres [percent] Item gives specified amount of poison resistance
  • #shockres [percent] Item gives specified amount of lightning resistance
  • #airshield [percent] Item gives commander an air shield of specified strength (or just #airshield which would give 80% airshield, but this would be less versatile)
  • #regeneration [percent] Item gives commander specified amount of regeneration
  • #forgebonus [percent] Item gives specified forge bonus
  • #cursed Item is cursed and cannot be removed
  • #alchemy [percent] Item gives specified alchemy bonus
  • #insane [chance] [value1] [value2] Item has specified chance of increasing commander's insanity by a random amount between value1 and value2 every turn. Alternatively just #insane [chance] [value] for a chance to always increase insanity by set amount every turn the check goes through
  • #shatteredsoul [chance] [value1] [value2] Item has specified chance of increasing commander's Shattered Soul attribute by a random amount between value1 and value2 every turn. Alternatively just #shatteredsoul [chance] [value] for a chance to always increase Shattered Soul by set amount every turn the check goes through
  • #mapmove [bonus] [limit] Item grants unit specified increase in mapmove if unit's mapmove is lower than the limit.
  • #mor [bonus] Item grants commander specified bonus to morale
  • #mr [bonus] Item grants commander specified bonus to magic resistance
  • #str [bonus] Item grants commander specified bonus to strength
  • #att [bonus] Item grants commander specified bonus to attack
  • #def [bonus] Item grants commander specified bonus to defense
  • #prec [bonus] Item grants commander specified bonus to precision
  • #penetration [bonus] Item grants specified penetration bonus to magic spells cast by wielder
  • #exp [experience per turn] Item gives commander specified amount of experience every turn
  • #cold [value] Item increases wielder's chill aura by specified amount
  • #heat [value] Item increases wielder's heat aura by specified amount
  • #waterbreathing [size] Item allows specified amount worth of size points to breathe underwater. For example, #waterbreathing 50 would allow 25 human-sized (size 2) units to breathe underwater. Use size 0 to make item usable by wielder only.
  • #airbreathing [size] Item allows specified amount worth of size points to breathe on land if aquatic. For example, #airbreathing 50 would allow 25 human-sized (size 2) aquatic units to breathe on land. Use size 0 to make item usable by wielder only.
  • #flying [size] Item allows specified amount of size points to be transported by flying. Use size 0 to make item affect wielder only.
  • #magicbonus [path nbr] [bonus] Item grants specified bonus to a magic path
  • #gems [path nbr] [amount] Item creates specified number of gems in wielder's gembox every turn
  • #protection [value] Item grants both head and body protection of specified value (like Flame Helmet or Bracers of Protection)
  • #leader [bonus] Item grants bonus to leadership
  • #undeadleader [bonus] Item grants bonus to undead leadership
  • #magicleader [bonus] Item grants bonus to magic leadership
  • #fear [bonus] Item grants fear with value 5+[bonus]. If bonus is not specified, unit gains Fear(+0) or has 5 added to existing fear. Alternatively just #fear and grants +5 fear.
  • #awe [bonus] Item grants awe to wielder. Use #awe 1 to grant awe(+0), because #awe 0 results in no awe. Would several items with #awe 0 produce awe(+0) when combined, like Crown of Command + Whip of Command + Sceptre of Authority?
  • #animalawe [bonus] Item grants awe to wielder. Works like #awe
  • #berserk [bonus] Item grants wielder a berserk bonus.
  • #autoberserk [bonus] Item grants wielder a berserk bonus. Wielder is automatically berserk at the start of combat.
  • #standard [value] Item grants wielder the standard ability at specified level or increases existing standard
  • #fireshield [damage] Item grants unit a fireshield of specified strength. Default value is 6.
  • #banefireshield [damage] Item grants unit a banefireshield of specified strength. Default value is 6.
  • #bloodvengeance [value] Item grants wielder the bloodvengeance ability like the Vastness or adds to existing bloodvangeance ability. Bonus/malus to ability makes it harder or easier to resist.
  • #pillagebonus [value] Item grants wielder a pillage bonus
  • #patrolbonus [value] Item grants wielder a patrol bonus
  • #castledef [bonus] Item grants wielder a castle defense bonus
  • #siegebonus [value] Item grants wielder a siege bonus
  • #supplybonus [value] Item grants wielder a supply bonus
  • #researchbonus [value] Item grants wielder a research bonus. Owl Quill has a research bonus of 2, Lightless Lantern 6 and Skull Mentor 9.
  • #douse [bonus] Item grants wielder a bonus to bloodhunting like the Sanguine Dousing Rod
  • #sacrificebonus [value] Item allows wielder to sacrifice an additional number of bloodslaves per turn beyond the normal limit
  • #voidsummon [bonus] Item increases wielder's void summoning skill
  • #combatspell [spell nbr] | "spellname" Item allows wielder to cast specified spell as an action in combat, like Acid Bolt from Staff of Corrosion
  • #autocombatspell [spell nbr] | "spellname" Item automatically casts specified spell every combat round, like Lightning Bolt from Spirit Helmet
  • #battlefieldenchantment [spell nbr] | "spellname" Item automatically casts specified battlefield enchantment at the start of combat, like Banner of the North Star
  • #ritual [spell nbr] | "spellname" Item allows wielder to cast a ritual spell, like Astral Window from Stone Sphere
  • #quickess Item confers quickness on wielder, like Boots of Quickness
  • #ethereal Item makes wielder ethereal
  • #trample Item grants wielder ability to trample smaller creatures
  • #autobless Item wielder is automatically blessed, whether sacred or not
  • #cursed Item cannot be dropped
  • #doom Item curses wielder
  • #disease Item wielder becomes diseased
  • #horrormark [chance] [strength] Item has a chance to increase wielder's horrormark by specified amount every turn
  • #makemonsterX [monster nbr] Item allows wielder to summon allies like a wraith lord or wolfherd. Works like monster modding commands of the same name.
  • #affliction [bitmask] [chance] Item has a chance to cause specified affliction on unit, like Eye of Aiming always causes loss of one eye.

Last edited by Edi; August 13th, 2008 at 02:50 PM..
 

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