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  #1  
Old November 16th, 2010, 09:21 AM
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Default Re: Remove Curses and Horror Marks?

Quote:
Originally Posted by Zogundar View Post
Quote:
Originally Posted by Stavis_L View Post
...hrm...it looks like the Horror mark effect itself isn't directly removeable, as it's a special effect....so you're down to option 1 again (although you could combine approaches - there are two horror mark weapons, and one of them is only used as a secondary effect, so you could update the weapons using it instead of the units.)
So I guess there's no way to "erase" the effect instead?
No, there isn't a "#clear" command for weapons. That said, only horrors use the "Horror Mark" weapon, so the list of units to update is relatively small.
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  #2  
Old November 16th, 2010, 01:56 PM

Zogundar Zogundar is offline
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Default Re: Remove Curses and Horror Marks?

Okay, so at this point, the idea is to change the units that use the first (Or second) "Horror Mark" weapon to another weapon, and change the weapon in the case of the other one where you can mod out the Horror Mark effect? (Or is it the item the 'weapon' is attached to that you need to change?)

Also, what about a way to hopelessly gimp the Horror Mark weapon (The one with the special effect) so that the odds of it hitting or doing anything are 0%? Ditto Curse.
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  #3  
Old November 16th, 2010, 02:32 PM

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Default Re: Remove Curses and Horror Marks?

You should really be reading your modding manual, with a copy of edi's database sitting open in front of you for this. Then it would be much easier to understand what we're saying.

But to answer: Horrors have a weapon called "Astral Claw". If you give them the weapon "Claw" instead, they will not be able to horror mark anymore. But you can do it both ways.

Giving horror mark/curse a 0% chance to hit is implausible, there is always a chance to hit, no matter how low your attack skill. You have to either give the horrors different weapons, or alter the weapons they have to not horror mark. Those are your options.
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  #4  
Old November 16th, 2010, 03:03 PM
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Default Re: Remove Curses and Horror Marks?

Quote:
Originally Posted by rdonj View Post
You should really be reading your modding manual, with a copy of edi's database sitting open in front of you for this. Then it would be much easier to understand what we're saying.

But to answer: Horrors have a weapon called "Astral Claw". If you give them the weapon "Claw" instead, they will not be able to horror mark anymore. But you can do it both ways.

Giving horror mark/curse a 0% chance to hit is implausible, there is always a chance to hit, no matter how low your attack skill. You have to either give the horrors different weapons, or alter the weapons they have to not horror mark. Those are your options.
One slight clarification - the horror marking effect itself can't be removed from weapons 367 and 368 (both named "Horror Mark".) It's probably hard coded to the weapon number (note that horrors have a base age of 3670 years - the number probably means something to Johan or Kristopher.

Of the two, 368 is directly assigned to some horrors, and could be eliminated by giving them other weapons. 367 is used as a secondary effect of e.g. Astral Claw, and could be eliminated by updating the weapons that use it to have a different secondary effect.

You could do something similar with the weapons/effects that cause cursing; I'll leave that as an exercise for someone who actually wants to do it.
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  #5  
Old November 16th, 2010, 04:25 PM

Zogundar Zogundar is offline
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Default Re: Remove Curses and Horror Marks?

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Originally Posted by rdonj View Post
You should really be reading your modding manual, with a copy of edi's database sitting open in front of you for this. Then it would be much easier to understand what we're saying.
..I am.

Okay, I think I understand the unit/weapon thing.

To double check on sites: I'm seeing conflicting reports. Some of you said you can overwrite, others say you can only delete.

Here's one example of what I've done so far:

Code:
#selectsite 492
#path 7
#level 2
#rarity 2
#loc 223
#gems 5 1
#end
Would this have the desired effect, or do I need to add the #clear tag? You can add stuff -after- #clear, right?
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  #6  
Old November 16th, 2010, 06:48 PM

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Default Re: Remove Curses and Horror Marks?

Oh and when changing the secondary effect, can't I just give it a value of 0 or some other non-weapon number?
*EDIT*
And also when changing the weapons for units.. how do I go about that? Do I need to list four weapons to overwrite what was already there? And do I need a weapon, or can I use a 0?

Last edited by Zogundar; November 16th, 2010 at 07:08 PM..
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  #7  
Old November 17th, 2010, 09:39 AM
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Default Re: Remove Curses and Horror Marks?

Quote:
Originally Posted by Zogundar View Post
Oh and when changing the secondary effect, can't I just give it a value of 0 or some other non-weapon number?
*EDIT*
And also when changing the weapons for units.. how do I go about that? Do I need to list four weapons to overwrite what was already there? And do I need a weapon, or can I use a 0?
Best way to find out is to try it. For that, you'll want to see the modified unit; easiest way to do that is to use map modding to place a commander version of the unit in the starting province of your nation. Something like (assuming you're modding unit 123):

Code:
#specstart 0 1 --start EA Arco (nation 0) in province 1.  

-- place a commander of unit type 123 in province 1
#setland 1
#commander 123
Just add the above in at the bottom of the map and choose EA Arco to start a test game. Of course, you'll need to make sure province 1 is a land province, but otherwise any normal map should work.

BTW, weapons 0 is "Nothing" and usually works to clear a weapon, but I haven't tried it for removing a secondaryeffect. I'd expect it to work, but if not, you could just create a whole new weapon that has the same base attributes, but no secondary effect specified.
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Old November 17th, 2010, 04:56 PM

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Default Re: Remove Curses and Horror Marks?

So far I haven't been able to get the weapons to change at all. Weapon 0 isn't clearing the existing weapons, or changing them. I've tried listing as many as 7 weapons and the base weapons remain (At least in the debug mod I've been using.)

And removing items from the construction list doesn't seem to work either. :/

..and I can't get your mod to work. I tried it in the Aran map, but I didn't start in Province 1 (Which was land!) nor did I get unit 123.
*edit*
Oh, that's -map- modding. No wonder that last one didn't work.

Last edited by Zogundar; November 17th, 2010 at 05:07 PM..
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  #9  
Old November 17th, 2010, 09:29 AM
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Default Re: Remove Curses and Horror Marks?

Quote:
Originally Posted by Zogundar View Post
To double check on sites: I'm seeing conflicting reports. Some of you said you can overwrite, others say you can only delete.

Here's one example of what I've done so far:

Code:
#selectsite 492
#path 7
#level 2
#rarity 2
#loc 223
#gems 5 1
#end
Would this have the desired effect, or do I need to add the #clear tag? You can add stuff -after- #clear, right?
You could handle this a couple of ways. If you just want to remove the site, the easiest way is to set the rarity to 5 so it never gets randomly assigned.

If you want to keep the site but remove the horror marking/cursing effect (and not that I'm not 100% sure this will work if the effects are hard coded to the site number) then you'd want to do:

Code:
 
#selectsite 123 --whatever site you're modding
#clear
-- add back whatever other attributes you want
#end
You *might* need to use the #clear command as a separate step, e.g.:

Code:
 
#selectsite 123 --whatever site you're modding
#clear
#end

#selectsite 123 --whatever site you're modding
-- add back whatever other attributes you want
#end
That's not normally necessary, but since this is one of the special effects, it might work if doing all in one operation doesn't (I only say that because that trick works when removing OKLEADER from copystatted units.)

If the above still doesn't work, then the effects are hard coded to the site number, and you'll need to remove it (but you could add back in a new site with the same name/other attributes, if you want):

Code:
 
#selectsite 123 --whatever site you're modding
#rarity 5
#end

#newsite 999 --choose an empty site number
-- add whatever other attributes of the site you disabled you want
#end
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