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  #1  
Old June 11th, 2008, 04:43 AM
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Edi Edi is offline
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Default Re: Modding shortlist

So fr I've managed to sort out suggestions from the ones made. I like having itemized lists so it is easy to see what's what. I actualy worked largely off the list you posted earlier as well as the DB entries for various properties of things.

So far the things in the list are mostly suggestions on opening up things that have already been done in the game instead of writing completely new stuff from scratch. More complicated things will obviously require more thought.

I'm going to be pretty useless for spell modding discussions, as that's an aspect I'm not familiar with.
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Old June 11th, 2008, 09:05 AM
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Default Re: Modding shortlist

I'm not good with spell-modding either, but here's something to get that started. Feel free to edit/leave out things as you feel necessary.


SPELL MODDING
  • Increasing the range of available spell IDs and spell descriptions.
  • #newspell <nbr> This would be a modification of the existing #newspell command and would allow the modmaker to use spesific spell IDs to create complex spell effects that work even when several mods adding new spells are used together.
  • #event <nr> This command does not exist currently. The spell would cause the indicated event to happen in target province. Alternatively:
  • #message "text" This command does not exist currently. The spell would create a message with the spesified text in the target province.



Spell-related:
  • #onebattlespell <nr> | "name" Currently, #onebattlespell does not find modded spells referenced to by name, unlike #nextspell. Because spell IDs of modded spells vary with the number of enabled mods, multiple mods using #onebattlespell won't work as intended.

-----------------

Unrelated but interesting find of the day:
#nextspell "name" works on modded spells! I thought it was like #onebattlspell and would throw an exception, but no, it works perfectly! This means that modded summon spells can summon as many units and commanders as spell IDs allow without causing any problems with other mods.
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Old June 11th, 2008, 03:58 PM

MaxWilson MaxWilson is offline
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Default Re: Modding shortlist

Don't know if this is a code bug or a documentation bug, but it would be nice if

#flightspr <effect no.>

worked for spells and/or we could figure out how to write it in order to MAKE it work. I've only been able to turn off flightsprites for spells with that command, never to enable or change them.

-Max
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