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June 13th, 2008, 01:33 PM
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What am I missing ? Commaner Creation
#newmonster 2200
#name "Atlantis Void Summoner"
#descr "The Atlantis Void Summoner was brought from the Void as a wish granted from the Djinn. The Void Summoner remains serving Atlantis with the promise it will one day be returned to the void."
#copystats 560
#copyspr 607
#resize 5
#immobile
#fireres 120
#fireshield 12
#ap 4
#reinvigoration 5
#end
I'm not sure what I'm doing wrong... a commander appears in the test map but it's the default unit#0 and the wrong sprite with none of the specified attributes.
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June 13th, 2008, 01:40 PM
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Re: What am I missing ? Commaner Creation
First thing I can see is that you've put copystats after the name and description, which is a nono since they'll get overwritten.
Also it's #ressize
I don't think you can have #fireres over 100
Hmm what else,..... how are you actually getting it into the test map? Are you recruiting it or setting it as a starting commander or what? If the unit you're getting is unit #0 that has nothing to do with this code - it's the code you're using to actually put the unit there that will have a problem.
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June 13th, 2008, 01:48 PM
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Re: What am I missing ? Commaner Creation
Actually you can have fireres over 100... it was one of my mod requests which became possible. All elemental resistances can be over 100. This allows fire elementals not to be killed by barkskin since logically throwing wood on any fire shouldn't kill it.
I changed #ressize to using just #size... still no luck.
For testing I place it into a small map using
#setland 1
#owner 21
#commander 2200
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June 13th, 2008, 02:00 PM
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Re: What am I missing ? Commaner Creation
Well I tried the following and still no luck:
#newmonster 2083
#copyspr 607
#copystats 560
#name "Atlantis Void Summoner"
#descr "The Atlantis Void Summoner was brought from the Void as a wish granted from the Djinn. The Void Summoner remains serving Atlantis with the promise it will one day be returned to the void."
#size 5
#immobile
#fireres 120
#fireshield 12
#ap 4
#reinvigoration 5
#end
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June 13th, 2008, 02:01 PM
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Re: What am I missing ? Commaner Creation
Like I said, it's nothing to do with the unit code if you're getting unit ID #0, it's to do with the way you're placing it. I don't know much about map codes so I can't really comment on that.
I just added the unit into the Ulm Reborn dm with #addreccom 2200 and he showed up fine. Baphomet sprite with the stats of a void summoner guy, plus the stuff you added.
#newmonster 2200
#copystats 560
#copyspr 607
#name "Atlantis Void Summoner"
#descr "The Atlantis Void Summoner was brought from the Void as a wish granted from the Djinn. The Void Summoner remains serving Atlantis with the promise it will one day be returned to the void."
#ressize 5
#immobile
#fireres 120
#fireshield 12
#ap 4
#reinvigoration 5
#end
------- Add leaders
#addreccom 2307 -- Captain Hammer
#addreccom 2309 -- Black Acolyte
#addreccom 2310 -- Black Priest
#addreccom 2314 -- White Acolyte
#addreccom 2200 -- NTjedi thingy
Those are just the bits that matter taken out of the context of the dm.
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June 13th, 2008, 02:27 PM
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Re: What am I missing ? Commaner Creation
After more testing I found the bug... apparently it works fine as a recruitable commander yet it cannot be placed on the map as a starting commander... I estimate all newmonsters from mods will not appear if their number is listed within a .map file.
EDIT UPDATE:
HOWEVER... it will appear on the map if I specify by name within the .map file. So just don't specify by number for new modded monsters.
Also thanks for your help Sombre
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June 13th, 2008, 03:59 PM
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First Lieutenant
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Re: What am I missing ? Commaner Creation
I place new monsters from mods in map files all the time without problems and I only use unit ID number. I place them both as starting commanders and sole units, like a scout or mage. But you actually place them in a province, which you set as your starting province.
I've forgotten to specify ownership of the province that I've set commanders in. They then become indies.
You should be able to place your monster as a third commander in your starting castle using a map edit #commander. To make it one of the two starting commanders you have to change the #startcom command in the dm file.
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June 13th, 2008, 04:06 PM
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Private
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Re: What am I missing ? Commaner Creation
This is a bit tangential but I'm interested in what elemental res over 100 actually does (or should do).
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June 13th, 2008, 04:09 PM
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National Security Advisor
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Re: What am I missing ? Commaner Creation
Immunity and nothing else. You can get it by combining e.g. Dragon Helmet with Ring of Fire, IIRC. It's just harder for friendly mages to reduce that below 100.
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June 13th, 2008, 11:10 PM
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General
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Re: What am I missing ? Commaner Creation
Quote:
tombom said:
This is a bit tangential but I'm interested in what elemental res over 100 actually does (or should do).
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Allows you to cast buffing protection spells on those units/commanders and still have complete immunity for the unit.
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