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  #41  
Old December 9th, 2003, 10:51 PM
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Default Re: CherryMod Thread

...and, if you haven't noticed, sample mods can be found here: http://www.illwinter.com/dom2/mods.html

Open the .dm file with a text editor to see the mod format.

-Cherry

P.S. One more thing... we probably need a consensus on unit numbering so mods do not conflict. Until there is some universal system, I plan to use the range 10000-10999 for units in any mod I make...

Edit: Until/Unless the number range is extended (currently it maxes at 2500) I will use 2100-2300.

[ December 11, 2003, 06:59: Message edited by: Saber Cherry ]
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  #42  
Old December 10th, 2003, 04:09 PM
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Default Re: CherryMod Thread

I know Im an old hacker (willing to take a hack at it rather than read the manual first) but it seems tome that looking at the files in those first two mods that are downloadable from the Illwinter site is enough information to have me off and running with it.

Did I mention somewhere here that a friend of mine was pushing for a Hoburg race? And that I thought Ulm was a good swap? Not a problem tho I think I would have gone with small ponys instead of hog riders. Still, it looks great.

OH but I see SUCH a HUGE door opening up for the Random Map Cult. I wonder how many of the mod #commands will work in .map files also. Im not sure how yet but I'll think of a way to use this randomly.

[ December 10, 2003, 14:56: Message edited by: Gandalf Parker ]
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  #43  
Old December 11th, 2003, 03:34 AM
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Default Re: CherryMod Thread

Quote:
Originally posted by Saber Cherry:
That's tough, since protection is a property of the armor. I might give HC and Knights a smaller HP bonus, instead, like +20%.
Sounds better than +40% at least.
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  #44  
Old December 13th, 2003, 08:35 PM
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Default Re: CherryMod Thread

New Themes:

Nationalism - All national troops are 10% cheaper and get +1 morale; all indy troops get -1 morale. 60 nation points.

Life Domain - All units get +10% HP, +1 reinvigoration. 25 nation points. Requires growth 1 or higher.

Wildgrowth - +10% HP to all units, +50% supply in all provinces, and +1% population per month. 150 nation points. Requires growth 3.

Slave Nation - All units (except leaders) cost 1/4 upkeep, and get -2 morale. 150 nation points; requires sloth 2 or 3.
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  #45  
Old December 13th, 2003, 09:53 PM
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Default Re: CherryMod Thread

Quote:
Originally posted by Saber Cherry:
New Themes:

Wildgrowth - +10% HP to all units, +50% supply in all provinces, and +1% population per month. 150 nation points. Requires growth 3.

+1% per month - that's not wild, it's rabbit-quick!

At least, don't make it available to human races...

(Side note: it would be nice if a part of the pop. loss from death scales, or high taxes, turned up as emigration to neighbouring provinces; of course, it would need balancing, as a big empire might be able to turn taxes up at its center without too much trouble - but then, neigbours of Death nations would get some nice immigration...)
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  #46  
Old December 14th, 2003, 04:08 PM

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Default Re: CherryMod Thread

Quote:
+1% per month - that's not wild, it's rabbit-quick!

At least, don't make it available to human races...
Make the minimump population that it kicks in at 100,000


If you made it +.5 per season/month it would be more realistic (30,000 People over the course of a Month produce 150 People. Which is your base capital. Reduce that to a more in mind number of (these people be doing the nastay) 1000 People have 5 (Hah) children per month. 60 Children a year from 1000. 500 Couples produced 60 Children on top of the growth scale. 1 in 8.3 Couples in a year had Children.

I don't know about you; but that seems 'rabbit' enough. Like Teen Pregnancy statistics they warn you about. And that is only HALF your scale Sabre, not even counting the growth scale.

That means
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  #47  
Old December 15th, 2003, 11:15 PM
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Default Re: CherryMod Thread

New Theme:

Dreamers and Schemers - The population is very clever, and people spend their time dreaming up new ideas, studying things that interest them, and schemeing up ways to make money. Unfortunately, nobody wants to do the actual work, or even patrol the streets to ensure safety of the populace, which is especially bad since the schemers will stoop to organized crime to make a buck. Effects: Income bonus +50%, all mages get 1 extra random pick, all non-mage, non-priest leaders get "stealthy +0" or an additional +5 if already stealthy. Province defense costs double. Additional leaders: sage and spy (maybe renamed to "Dreamer" and "Schemer"). All national non-priest leaders cost 15% extra (rounded to the nearest 10, minimum cost of 10). Required scales:

Turmoil 1 or lower
Sloth 3
Luck 1 or higher
Magic 1 or higher

Nation Point Cost: 200 (to be adjusted as needed for balance)


Zen and PhilD - remember, humans are capable of multiple children per birth. And the months in Dominions are of indeterminate length. Also, I always assumed some of the population change came from uncounted rural families moving into or out of the provincial "main city", where they would be counted by the census and taxed, rather than just births and deaths. Finally... magic can do magical things=)

-Cherry

[ December 15, 2003, 21:17: Message edited by: Saber Cherry ]
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  #48  
Old December 15th, 2003, 11:27 PM

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On that theme idea; perhaps you could limit the Dominion >4 at creation to illustrate the belief system that is not centered around the God; but on the abstract (Dream'n) and money (Schem'n).
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  #49  
Old December 16th, 2003, 12:02 AM
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Default Re: CherryMod Thread

Good idea, thanks! And possibly some sort of moneylender pretender, "The Great Investor". Not sure what he'd do, though=) Maybe build castles for half down, and 1.9% APR=)
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  #50  
Old January 4th, 2004, 09:30 AM
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Default Re: CherryMod Thread

I've finished a preliminary Version of the Japanese theme, preliminarily called "Rising Sun". If you have a better name or any suggestions, please post them!

New Units:

New Unit:
RS Peasant (Base creature: RS Peasant)

HP: 7 Str: 8
Prot: 0 Att: 8
Mrl: 6 Def: 7
Mrst: 9 Prec: 10
Enc: 6 AP: 6

Weapons: Kama
Items: Straw Hat

Gold: 3 Res: 1

********************************

New Unit:
RS Militia (Base creature: RS Militia)

HP: 8 Str: 8
Prot: 4 Att: 9
Mrl: 7 Def: 8
Mrst: 9 Prec: 10
Enc: 5 AP: 8

Weapons: Te Yari
Items: Hachi, Leather Cuirass

Gold: 5 Res: 4

********************************

New Unit:
RS Ronin Thug (Base creature: RS Ronin Thug)

HP: 10 Str: 10
Prot: 8 Att: 11
Mrl: 9 Def: 10
Mrst: 10 Prec: 10
Enc: 4 AP: 11

Weapons: Nunchaku
Items: Hachi, Tatami Do

Gold: 6 Res: 1

(Note: Ronin leave after a battle)

********************************

New Unit:
RS Ronin (Base creature: RS Ronin)

HP: 10 Str: 10
Prot: 11 Att: 11
Mrl: 14 Def: 13
Mrst: 10 Prec: 10
Enc: 4 AP: 11

Weapons: Katana, Wakizashi
Items: Kabuto, Haramaki Do

Gold: 8 Res: 3

(Note: Ronin leave after a battle)

********************************

New Unit:
RS Yari Ashigaru (Base creature: RS Ashigaru)

HP: 10 Str: 10
Prot: 8 Att: 11
Mrl: 9 Def: 10
Mrst: 10 Prec: 10
Enc: 4 AP: 11

Weapons: Su Yari
Items: Hachi, Tatami Do

Gold: 9 Res: 10

********************************

New Unit:
RS Samurai Archer (Base creature: RS Samurai Archer)

HP: 10 Str: 10
Prot: 8 Att: 10
Mrl: 10 Def: 11
Mrst: 10 Prec: 11
Enc: 4 AP: 11

Weapons: Wakizashi, Yumi
Items: Hachi, Tatami Do

Gold: 10 Res: 12

********************************

New Unit:
RS Yari Samurai (Base creature: RS Light Samurai)

HP: 10 Str: 10
Prot: 11 Att: 11
Mrl: 11 Def: 10
Mrst: 10 Prec: 10
Enc: 4 AP: 11

Weapons: Su Yari
Items: Kabuto, Haramaki Do

Gold: 12 Res: 16

********************************

New Unit:
RS Light Samurai (Base creature: RS Light Samurai)

HP: 10 Str: 10
Prot: 10 Att: 11
Mrl: 11 Def: 13
Mrst: 10 Prec: 10
Enc: 4 AP: 11

Weapons: Katana, Wakizashi
Items: Hachi, Haramaki Do

Gold: 12 Res: 21

********************************

New Unit:
RS Nodachi Samurai (Base creature: RS Light Samurai)

HP: 10 Str: 10
Prot: 11 Att: 11
Mrl: 11 Def: 11
Mrst: 10 Prec: 10
Enc: 4 AP: 11

Weapons: Nodachi
Items: Kabuto, Haramaki Do

Gold: 12 Res: 23

********************************

New Unit:
RS Samurai (Base creature: RS Samurai)

HP: 11 Str: 10
Prot: 14 Att: 11
Mrl: 11 Def: 12
Mrst: 10 Prec: 9
Enc: 5 AP: 10

Weapons: Katana, Wakizashi
Items: Kabuto, Nuinobe Do

Gold: 13 Res: 28

********************************

New Unit:
RS Dual Samurai (Base creature: RS Samurai)

HP: 11 Str: 10
Prot: 14 Att: 11
Mrl: 11 Def: 11
Mrst: 10 Prec: 9
Enc: 5 AP: 10

Weapons: Katana, Katana
Items: Kabuto, Nuinobe Do

Gold: 13 Res: 31

********************************

New Unit:
RS Naginata Samurai (Base creature: RS Samurai)

HP: 11 Str: 10
Prot: 14 Att: 11
Mrl: 11 Def: 9
Mrst: 10 Prec: 9
Enc: 5 AP: 10

Weapons: Naginata
Items: Kabuto, Nuinobe Do

Gold: 13 Res: 24

********************************

New Unit:
RS Heavy Samurai (Base creature: RS Heavy Samurai)

HP: 11 Str: 11
Prot: 17 Att: 11
Mrl: 12 Def: 11
Mrst: 10 Prec: 8
Enc: 7 AP: 8

Weapons: Katana, Wakizashi
Items: Kabuto, Yukino****a Do

Gold: 15 Res: 32

********************************

New Unit:
RS Heavy Naginata Samurai (Base creature: RS Heavy Samurai)

HP: 11 Str: 11
Prot: 17 Att: 11
Mrl: 12 Def: 8
Mrst: 10 Prec: 8
Enc: 7 AP: 8

Weapons: Naginata
Items: Kabuto, Yukino****a Do

Gold: 15 Res: 28

********************************

New Unit:
RS Samurai Cavalry (Base creature: RS Samurai Cavalry)

HP: 13 Str: 11
Prot: 17 Att: 11
Mrl: 12 Def: 14
Mrst: 11 Prec: 8
Enc: 5 AP: 20

Mounted

Weapons: Katana, Wakizashi, Hoof
Items: Kabuto, Yukino****a Do

Gold: 30 Res: 37

********************************

New Unit:
RS Horse Archer (Base creature: RS Horse Archer)

HP: 12 Str: 11
Prot: 10 Att: 11
Mrl: 11 Def: 13
Mrst: 10 Prec: 11
Enc: 4 AP: 24

Mounted

Weapons: Te Yari, Daikyu, Hoof
Items: Hachi, Haramaki Do

Gold: 25 Res: 14

********************************

New Unit:
RS Blind Monk (Base creature: RS Blind Monk)

HP: 9 Str: 10
Prot: 11 Att: 13
Mrl: 14 Def: 16
Mrst: 14 Prec: 4
Enc: 3 AP: 10

Sacred

Weapons: Iron Fist, Iron Fist, Kick
Items: Robe

Gold: 30 Res: 10

********************************

New Unit:
RS Monk (Base creature: RS Monk)

HP: 10 Str: 10
Prot: 5 Att: 11
Mrl: 14 Def: 13
Mrst: 13 Prec: 10
Enc: 3 AP: 12

Sacred, Stealthy 0

Weapons: Knife Hand, Nerve Strike, Kick
Items: Robe

Gold: 16 Res: 1

********************************

New Unit:
RS Monk Nunchaku (Base creature: RS Monk)

HP: 10 Str: 10
Prot: 5 Att: 11
Mrl: 14 Def: 11
Mrst: 13 Prec: 10
Enc: 3 AP: 12

Sacred, Stealthy 0

Weapons: Nunchaku, Nunchaku, Kick
Items: Robe

Gold: 16 Res: 2

********************************

New Unit:
RS Monk Bo (Base creature: RS Monk)

HP: 10 Str: 10
Prot: 5 Att: 11
Mrl: 14 Def: 15
Mrst: 13 Prec: 10
Enc: 3 AP: 12

Sacred, Stealthy 0

Weapons: Bo, Kick
Items: Robe

Gold: 16 Res: 1

********************************

New Unit:
RS Monk Sai (Base creature: RS Monk)

HP: 10 Str: 10
Prot: 5 Att: 11
Mrl: 14 Def: 17
Mrst: 13 Prec: 10
Enc: 3 AP: 12

Sacred, Stealthy 0

Weapons: Sai, Sai, Kick
Items: Robe

Gold: 16 Res: 4

********************************

New Unit:
RS Ninja (Base creature: RS Ninja)

HP: 10 Str: 10
Prot: 3 Att: 14
Mrl: 12 Def: 17
Mrst: 10 Prec: 11
Enc: 3 AP: 12

Stealthy 20

Weapons: Ninja to, Sai, Shuriken
Items: Ninja Garb, Kote

Gold: 20 Res: 10

********************************

New Unit:
RS Monk Commander (Base creature: RS Monk Commander)

HP: 10 Str: 11
Prot: 5 Att: 11
Mrl: 14 Def: 15
Mrst: 13 Prec: 10
Enc: 3 AP: 12

Sacred, Stealthy 0

Magic: Holy 2
Weapons: Bo, Kick
Items: Robe

Gold: 30 Res: 1

********************************

New Unit:
RS Shinto Master (Base creature: RS Shinto Master)

HP: 10 Str: 10
Prot: 1 Att: 11
Mrl: 14 Def: 15
Mrst: 15 Prec: 10
Enc: 3 AP: 12

Sacred

Magic: Holy 3
Weapons: Bo, Kick
Items: Robe

Gold: 60 Res: 1

********************************

New Unit:
RS Samurai Commander (Base creature: RS Samurai Commander)

HP: 12 Str: 10
Prot: 17 Att: 11
Mrl: 12 Def: 11
Mrst: 11 Prec: 10
Enc: 7 AP: 8

Weapons: Katana, Wakizashi
Items: Kabuto, Yukino****a Do

Gold: 30 Res: 32

********************************

New Unit:
RS Mounted Commander (Base creature: RS Mounted Commander)

HP: 13 Str: 10
Prot: 10 Att: 11
Mrl: 12 Def: 16
Mrst: 11 Prec: 12
Enc: 4 AP: 25

Mounted

Weapons: Katana, Wakizashi, Daikyu, Hoof
Items: Hachi, Haramaki Do

Gold: 50 Res: 23

********************************

New Unit:
RS Daimyo (Base creature: RS Daimyo)

HP: 14 Str: 11
Prot: 17 Att: 12
Mrl: 14 Def: 17
Mrst: 11 Prec: 8
Enc: 5 AP: 22

Mounted

Weapons: Katana, Sai, Hoof
Items: Kabuto, Yukino****a Do

Gold: 80 Res: 35

********************************

New Unit:
RS Sword Saint (Base creature: RS Sword Saint)

HP: 12 Str: 12
Prot: 1 Att: 14
Mrl: 14 Def: 15
Mrst: 13 Prec: 10
Enc: 3 AP: 12

Sacred

Magic: Holy 2
Weapons: Nodachi
Items: Robe

Gold: 60 Res: 11

********************************

New Unit:
RS Geisha (Base creature: RS Geisha)

HP: 9 Str: 9
Prot: 0 Att: 9
Mrl: 12 Def: 6
Mrst: 11 Prec: 10
Enc: 3 AP: 11

Seductress, Stealthy 40

Weapons: Tessen, Kansashi

Gold: 60 Res: 1

********************************

New Unit:
RS Shinobi (Base creature: RS Shinobi)

HP: 10 Str: 10
Prot: 3 Att: 11
Mrl: 10 Def: 13
Mrst: 10 Prec: 10
Enc: 3 AP: 12

Spy, Stealthy 30

Weapons: Ninja to, Tanto, Blowgun
Items: Ninja Garb, Kote

Gold: 35 Res: 9

********************************

New Unit:
RS Ninja Assassin (Base creature: RS Ninja Assassin)

HP: 10 Str: 10
Prot: 3 Att: 11
Mrl: 12 Def: 13
Mrst: 11 Prec: 10
Enc: 3 AP: 12

Assassin, Stealthy 30

Weapons: Ninja to, Poison Dagger, Shuriken
Items: Ninja Garb, Kote

Gold: 50 Res: 8

********************************

New Unit:
RS Ninja of the Sacred Flame (Base creature: RS Ninja of the Sacred Flame)

HP: 13 Str: 10
Prot: 3 Att: 13
Mrl: 13 Def: 13
Mrst: 10 Prec: 10
Enc: 3 AP: 12

Assassin, Sacred, Stealthy 30

Magic: Fire 2
Weapons: Ninja to, Poison Dagger, Enchanted Shuriken
Items: Ninja Garb, Kote

Gold: 130 Res: 8

********************************

New Unit:
RS Death Ninja (Base creature: RS Death Ninja)

HP: 10 Str: 10
Prot: 3 Att: 11
Mrl: 13 Def: 13
Mrst: 13 Prec: 10
Enc: 3 AP: 12

Amphibian, Assassin, Stealthy 30, Fear -4

Magic: Water 1, Death 1
Weapons: Ninja to, Poison Dagger, Shuriken
Items: Ninja Garb, Kote

Gold: 90 Res: 8

********************************

New Unit:
RS Ninja Master (Base creature: RS Ninja Master)

HP: 10 Str: 10
Prot: 3 Att: 12
Mrl: 14 Def: 13
Mrst: 14 Prec: 10
Enc: 3 AP: 12

Assassin, Stealthy 35

Magic: Fire 1, Random 2
Weapons: Ninja to, Ninja to, Shuriken
Items: Ninja Garb, Kote

Gold: 160 Res: 11

********************************

New Unit:
RS Wise Man (Base creature: RS Wise Man)

HP: 7 Str: 8
Prot: 0 Att: 8
Mrl: 10 Def: 6
Mrst: 16 Prec: 9
Enc: 5 AP: 8

Amphibian 2

Magic: Water 2, Nature 1, Random 2
Weapons: Fist

Gold: 220 Res: 1

********************************

New Unit:
RS Himura Battosai (Base creature: RS Himura Battosai)

HP: 11 Str: 12
Prot: 1 Att: 17
Mrl: 18 Def: 16
Mrst: 14 Prec: 10
Enc: 2 AP: 12

Hero, Assassin, Stealthy 20, Quickness 150

Weapons: Battosai no Katana
Items: Robe

********************************


New Weapons:

Weapon 'Daikyu'
dam=12, prec=1, hits=1, ammo=12, rng=40, strNotAddedPhysical=1, res=2
new=1
//Mounted samurai longbow

Weapon 'Shuriken'
dam=-2, prec=1, hits=1, pierce=50, poisondam=5, ammo=5, rng=5, res=1
new=1
//poisoned throwing star

Weapon 'Yumi'
dam=11, prec=1, hits=1, ammo=12, rng=35, strNotAddedPhysical=1, res=2
new=1
//infantry archer bow

Weapon 'Knife Hand'
dam=3, att=2, def=1, hits=1, res=1
new=1
//monk attack

Weapon 'Nerve Strike'
dam=-2, att=-2, def=1, hits=1, fatiguedam=100, doesFatigueDam=1
new=1
//monk attack

Weapon 'Iron Fist'
dam=-2, att=3, def=1, hits=2, pierce=50, res=5
new=1
//blind monk attack - armor piercing

Weapon 'Bo'
dam=2, def=4, length=4, hands=2, hits=1, res=1
new=1
//like a quarterstaff

Weapon 'Katana'
dam=7, att=1, def=1, length=2, hands=1, hits=1, res=8
new=1
//samurai sword

Weapon 'Kama'
dam=5, att=1, def=-1, length=1, hits=1, res=1
new=1
//like a scythe - a peasant tool

Weapon 'Naginata'
dam=8, att=1, def=-1, length=5, hands=2, hits=1, res=7
new=1
//like a halberd

Weapon 'Ninja to'
dam=5, att=2, length=1, hands=1, hits=1, res=3
new=1
//ninja sword - too thin for blocking

Weapon 'Nunchaku'
dam=2, att=1, length=1, hands=1, hits=2, res=1
new=1
//2 pieces of wood connected by a short chain

Weapon 'Sai'
dam=2, def=3, hands=1, hits=1, res=2
new=1
//3-pronged sword catcher, like the "main gauche"

Weapon 'Battosai no Katana'
dam=7, att=1, def=1, length=2, hands=2, hits=2, pierce=50
new=1
//Himura Battosai's sword, from his assassin days
//He holds it with 2 hands.

Weapon 'Tanto'
dam=2, att=1, hits=1, res=1
new=1
//a knife

Weapon 'Tessen'
dam=4, att=1, def=-2, hits=1, res=1
new=1
//a combat fan

Weapon 'Wakizashi'
dam=5, def=2, length=1, hands=1, hits=1, res=5
new=1
//short sword

Weapon 'Blowgun'
dam=-5, prec=2, hits=1, pierce=50, fatiguedam=50, doesFatigueDam=1, ammo=5, rng=10, res=1
new=1
//for shinobi

Weapon 'Kansashi'
dam=3, hits=1
new=1
//geisha hairpin

Weapon 'Nodachi'
dam=7, att=3, length=3, hands=2, hits=1, pierce=50, res=12
new=1
//armor-piercing big sword

Weapon 'Su Yari'
dam=4, att=1, length=5, hands=2, hits=1, res=4
new=1
//a japanese spear

Weapon 'Te Yari'
dam=4, length=4, hands=1, hits=1, res=2
new=1
//shorter, 1-handed spear, also used by cavalry


//Below are the new God weapons

Weapon 'Thunder Breath'
hits=1, pierce=100, doesPhysicalDam=-1, shockdam=12, doesShockDam=1, magic=1, aoe=1, ammo=5, rng=9999, strNotAddedShock=1
new=1
//for the yellow dragon

Weapon 'Dominate'
dam=999, att=10, hits=1, pierce=100, magic=1, mrnegates=1, mrpenalty=4
new=1
//for the darkness. It is supposed to mind-control.

Weapon 'Freeze'
length=6, hits=1, pierce=100, doesPhysicalDam=-1, colddam=4, doesColdDam=1, magic=1, aoe=1, strNotAddedCold=1
new=1
//for the evil mist

Weapon 'Lava Punch'
dam=-2, hands=1, hits=1, magic=1, flaming=12
new=1
//for the lava giant

Weapon 'Suffocate'
att=10, hits=2, pierce=100, fatiguedam=30, doesFatigueDam=1, doesPhysicalDam=-1, aoe=1
new=1
//evil mist attack

Weapon 'Huge Stone Club'
dam=14, att=-1, def=-1, length=4, hands=1, hits=1
new=1
//for all the giants

New Items:

Item 'Straw Hat'
enc=1
new=1
//For peasants

Item 'Hachi'
aprot=1, res=1
new=1
//Just a helmet

Item 'Kabuto'
aprot=2, res=3
new=1
//helmet and neck-guard

Item 'Tatami Do'
aprot=7, def=-1, enc=1, res=5
new=1
//Cheap armor

Item 'Haramaki Do'
aprot=10, def=-1, enc=2, res=10
new=1
//Pretty good armor - heaviest archers can use

Item 'Nuinobe Do'
aprot=12, def=-2, enc=2, res=15
new=1
//Excellent armor

Item 'Yukino****a Do'
aprot=15, def=-3, enc=4, res=18
new=1
//Heavy armor

Item 'Ninja Garb'
aprot=2, res=2
stealthy=10, new=1
//supposed to add 10 to stealth level

Item 'Robe'
aprot=1
new=1
//for monks

Item 'Kote'
aprot=1, def=2, res=2
new=1
//arm guards for ninja


-Cherry

[ January 05, 2004, 17:15: Message edited by: Saber Cherry ]
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