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  #1  
Old January 28th, 2008, 03:59 PM
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Default Re: New modding commands of 3.14

Also:

Despite what the mod manual says, #onebattlespell WILL work with custom spells. This should be avoided if possible, because it will create all kinds of problems with other mods and with future patches, as mentioned in the first post.
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Old January 29th, 2008, 02:37 AM
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Default Re: New modding commands of 3.14

Quote:
Endoperez said:
Also:

Despite what the mod manual says, #onebattlespell WILL work with custom spells. This should be avoided if possible, because it will create all kinds of problems with other mods and with future patches, as mentioned in the first post.
Good stuff, I wonder if we can assign multiple #onebattlespell to a commander, or will that make him explode or will it only recognize one of them
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Old January 29th, 2008, 03:57 AM
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Default Re: New modding commands of 3.14

I did a little testing with #onebattlespell. I think I have found a decent way to use it without it wrecking mods.

I chose a null spell number (87) and used #selectspell 87 to create the spell I wanted to use for #onebattlespell.

Instead of creating new spells, using selectspell should do the job nicely. If you cannot do a #selectspell 829 etc etc without a spell being created, you could create a mod that creates a bunch of blank spells (829 through whatever) then just use select spell for all your custom #onebattlespell needs. If you made say 300 dummy spells, then you could do a #selectspell 1000 (well out of the range new dev spells will be added I imagine)and use it for your new #onebattlespell.

Another important thing to remember about #onebattlespell is that it allows that caster to cast the spell as if it were researched. This means that a caster may potentially spam the spell you wanted cast one time.

The spell I wanted my commander to cast is a spell I did not want as a true national spell so I fixed this by setting the fatigue to 5000 and setting it to -1 for a school. The spell does not appear in the spell books and my commander casts it one time at the beginning of battle, just like I wanted .

I tested with 2 #onebattlespell on one commander. The mod loads fine but the commander will not cast either spell, so you can't assign a commander to put on a magic show at the beginning of a fight
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Old January 29th, 2008, 04:37 AM

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Default Re: New modding commands of 3.14

I haven't got my computer set up yet (I just arrived back in the UK and I've missed all this patch release commotion) but so far a couple of these mod commands look disappointing. I guess we'll see though, using techniques like the ones Foodstamp describes.
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Old January 29th, 2008, 08:55 AM

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Default Re: New modding commands of 3.14

Damn @ storm power not working.

But FINALLY!!! patrol bonus!
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  #6  
Old January 29th, 2008, 10:09 AM
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Default Re: New modding commands of 3.14

First, #stormpower DOES work, despite what I wrote in my original post. When I tested it, I forgot to enter a value for it... In my defense, my mod manual still lacks most of the new commands. I only noticed my mistake thanks to ryo_akashi. Thanks again for that!

You can only set one #onebattlespell, but you can key multiple of those together with #nextspell.

Foodstamp - excellent workaround. If no one does it before I can (late today or perhaps tomorrow), I'll name it after you.

#onebattlespell and #nextspell will most probably require surprisingly many spell-IDs. In my simple test, giving all MA nations a spell that summons 3-4 commanders took 50 spell ID slots.


Quote:
Another important thing to remember about #onebattlespell is that it allows that caster to cast the spell as if it were researched. This means that a caster may potentially spam the spell you wanted cast one time.
Also, we'll have to see if multiple #onebattlespells can be given to a unit so that it can cast any one of them. That'd let us mod the spells available to independent mages. Even one spell/independent could be used to make certain scripted maps more thematic (Witch King of Angmar spamming Undead Horde or something).
Also, it could be used to give some non-marignon holy mages ability to cast Holy Pyre, spesific priests unique holy abilities, heal spell for Arco Priestesses, etc. Also, it could be used to make some less-used pretender forms more powerful in Conceptual Balance. A Father of Winters able to spam Falling Frost, etc etc.
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Old January 29th, 2008, 11:54 AM
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Default Re: New modding commands of 3.14

#coldpower doesnt work.
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