Agrajag: RAE all. Do keep them coming!
PvK: To expand:
Quote:
RedRover said:
Also, assuming that magic items become as moddable as units, do you have any specific thoughts about what types of mod commands would be most useful as building blocks in constructing new items?
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Yes, this was different from the first question. Looking at specific instances of adaptation might lead us to even more effective modding tools. What would be needed, for example, to let us mod something Skaven?
Or, for example, consider the AD&D Magic Item:
Rod of Cancellation
What commands would it take to mod this item into Dominions:
* #limituse (to 1, in this case, although variants with a set number of uses might be conceived.) The item must destroy/erase itself once used up. Perhaps this might be configured as a 0-range missile weapon with one shot.
* #destroyitem (This defines a special attack that destroys a magic item possessed by the foe. Maybe use a #d(nmbr) value, where nmbr is a percent chance of successfully destroying an item if present (like the current resistance/susceptability commands). The classic rod is d(100), of course.
Once these basic item parameters are in place, we can shade the item's power with additional sub-parameters.
Subparameters:
* #limitype ID | type
Inserting an item's number would target exactly that magic item. For example, a scenario might be set up in which the victory condition is the destruction of a key artifact with the special weapon, and whoever gets there first wins.
* #weaponpopup (This would let a short text message appear as a popup when the weapon attack is successful, useful for the above scenario.)
Likewise, specifying a "type" (1 Trinket, 2 Lesser Item, etc.) we allow a "Least Rod of Cancellation" that would only kill Trinkets, while the classic AD&D version can destroy anything up to and including one-of artifacts.
*#greaterartifact (This command would seal a one-of artifact against being destroyed by a Rod of Cancellation. In the AD&D system, expectations with respect to magic effects go out the window when deity-level entities become involved. There is no comfortable "this always works" magic effect--making this assumption inevitably trips you up at some point.)
* #weaponpopsound (Like the text popup, but inserts a .wav file that plays only on a hit--In a lighter moment, maybe South Park's Eric Cartman saying "Hah! hah! Hit you, a*[bleeeep]*e!" in the upcoming South Park Dominions Mod. (Ahem, not really.

)
* #path <number> (This destroys magic items that include magic of the indicated path, where the number is the path ID from the Modding Manual.)
* #pathonly <number> (This destroys magic items exclusively of the indicated path. Items combining the path with one or more other paths survive.)
* #deactivateitem/#reactivate item (Instead of destroying the item, the item is rendered powerless--maybe until taken to a specific site or subjected to a specific spell.)
More later...