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November 15th, 2010, 04:13 AM
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Re: Remove Curses and Horror Marks?
You mod them to const 12.
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November 15th, 2010, 09:13 AM
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Second Lieutenant
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Re: Remove Curses and Horror Marks?
Quote:
Originally Posted by Zogundar
How do you remove weapons/armor/items?
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For items, you make them research level 12 (as TheConway points out.)
For weapons/armor, you either
1) Mod the units using them to use different weapons/armor (e.g. change the horror's "astral claw" weapon into a regular "claw" weapon.)
2) Mod the weapons/armor so that they are no longer objectionable (e.g. set all the stats on the "astral claw" such that it no longer does a horror marking attack.)
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November 15th, 2010, 04:23 PM
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Re: Remove Curses and Horror Marks?
Quote:
Originally Posted by Stavis_L
2) Mod the weapons/armor so that they are no longer objectionable (e.g. set all the stats on the "astral claw" such that it no longer does a horror marking attack.)
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How do you go about doing this exactly? Do you have to stat out the whole item? Or can you just make one change and it will drop any "special" properties? If the former, do you need something in the place of the #secondaryeffect/#secondaryeffectalways? (How do you know which it is anyway, I don't believe the database specifies..)
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November 15th, 2010, 06:17 PM
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Second Lieutenant
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Re: Remove Curses and Horror Marks?
Quote:
Originally Posted by Zogundar
Quote:
Originally Posted by Stavis_L
2) Mod the weapons/armor so that they are no longer objectionable (e.g. set all the stats on the "astral claw" such that it no longer does a horror marking attack.)
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How do you go about doing this exactly? Do you have to stat out the whole item? Or can you just make one change and it will drop any "special" properties? If the former, do you need something in the place of the #secondaryeffect/#secondaryeffectalways? (How do you know which it is anyway, I don't believe the database specifies..)
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The secondary effect/secondary effect always values are listed in Edi's database. Check columns Q/R and S/T respectively (one is the effect number, the other the effect name.)
Setting the value will remove any existing value (if any.)
That said, for your purposes I'd filter by column AT and directly change the weapons/effects that do "Attribute: Horror Mark" to something else.
...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.)
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November 16th, 2010, 12:45 AM
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Re: Remove Curses and Horror Marks?
Quote:
Originally Posted by Stavis_L
...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.)
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So I guess there's no way to "erase" the effect instead?
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November 16th, 2010, 09:21 AM
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Second Lieutenant
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Re: Remove Curses and Horror Marks?
Quote:
Originally Posted by Zogundar
Quote:
Originally Posted by Stavis_L
...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.)
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So I guess there's no way to "erase" the effect instead?
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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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November 16th, 2010, 01:56 PM
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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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November 16th, 2010, 02:32 PM
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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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November 16th, 2010, 03:03 PM
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Second Lieutenant
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Re: Remove Curses and Horror Marks?
Quote:
Originally Posted by rdonj
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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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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November 16th, 2010, 04:25 PM
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Re: Remove Curses and Horror Marks?
Quote:
Originally Posted by rdonj
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.
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..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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