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  #1  
Old June 11th, 2008, 09:05 AM
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Endoperez Endoperez is offline
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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.

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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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