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April 21st, 2005, 03:00 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Null Item Mod
I think you could mod some of them to be free but aquatic, so that they wouldn't be of any use. That might screw up the computer (=AI), though...
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April 21st, 2005, 03:28 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Null Item Mod
Quote:
Endoperez said:
I think you could mod some of them to be free but aquatic, so that they wouldn't be of any use. That might screw up the computer (=AI), though...
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And look rather un-elegant.
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April 22nd, 2005, 03:25 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Re: Null Item Mod
No significant change about selecting items by their weapon/armor number appeared in the updated modding manual. There is also no information on how to handle the Magic Staffs (aka Staff of Elemental Mastery), which share the same weapon number and the same name.
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April 23rd, 2005, 05:02 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
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Re: Null Item Mod
Alneyan, #selectweapon 6 works for me. The number you use here is not a weapon number but a magic item number. 6 is for two handed sword of sharpness. I guess some way to see magic item number in Dominions II would be useful, but there is none. But if you have the manual you can count yourself, fire sword is number 1, ice sword number 2 and so on.
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April 23rd, 2005, 06:40 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Null Item Mod
I see; I had expected this number to be the regular armor/weapon number, as it is the only one we have direct access to. Of course, it didn't make much sense.
Thanks for the information; I will probably add that information to the Null Item mod, though selecting by the number should only be useful in the case of those Three weapons. I gather the item number is equal to the place of the objet in the list of items? So, one-handed weapons, then two-handed weapons, and so on?
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April 23rd, 2005, 07:35 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
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Thanked 165 Times in 22 Posts
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Re: Null Item Mod
Hmmm, I think I was wrong in assuming they would be in the same order in the manual. One and two handed weapons should be mixed randomly
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April 23rd, 2005, 07:51 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Null Item Mod
You will not deter me from getting those item numbers. I will run some tests with the "trial and error" solution, a day when I feel insomniac: put a couple of commands changing the paths of items 1 to 6, and see what items are changed. Wash, rinse, and repeat.
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April 23rd, 2005, 10:58 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Thanked 22 Times in 22 Posts
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Re: Null Item Mod
We deliver on our promises! Version 1.0 is now available, with the matter of those three items resolved (thanks Johan for the information), and the addition of one item I had forgotten (the Champion's Trident). The attachment to my first post has been updated with the newer file.
Two features are still missing: full stats for weapons and armor, and the item numbers of all the items. I am not sure if those two features are really needed however (especially the latter one); if two items do not share the same name, what is the use of item numbers?
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April 25th, 2005, 02:19 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: Null Item Mod
I don't believe the items are sorted correctly in the manual. They are not sorted by 1h/2h in the game IIRC.
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April 25th, 2005, 03:32 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
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Re: Null Item Mod
I suppose you can just create an item mod that will change magic item #1 so it is named "1" and #2 so it is named "2" etc and find the real order.
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
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