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Old March 13th, 2009, 11:03 AM
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Burnsaber Burnsaber is offline
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Default Re: Modding Help

Quote:
Originally Posted by Jazzepi View Post
Had some more questions.

Is there a way to add my own sound effects to the game for unit attacks?

Where can I find a list of all the effects that can go on #secondaryeffect?

I'd like to have a unit that explodes when it dies. Either doing damage, but probably just spreading a negative status effect on the enemies. What would be a good way to model this? Right now I'm just sticking with monster editing, I haven't dabbled into spell effects, so if it requires spell effects to do, please be explicit in your answer!

Jazzepi
1) Try the #sound command on the modding manual.

2) Try Edi's Dom3 DB and it's list of weapons. Any weapon (even one that you modded yourself) can be a secondaryeffect.

3) Hmm. Tricky. a)You can make a unit that will *very* likely die when it attacks
b) make a spell that will center a massive blast on the caster.

That's all I can think of now.

a) You could make the unit extemely low hp and give it an AoE attack to which it will most likely die.

b) Here's the partial code for the spell anwser.

Code:
#newspell
#name "EXPLOSION"
#descr "Comes with a BANG"
#flightspr -1
#explspr Y
#path 0 4
#school -1
#aoe Y
#range 0
#effect 2
#damage YY
#researchlevel 0
#pathlevel 0 1
#spec XXX
#fatiguecost 0
#end

#newspell
#name "BANG"
#descr "XXXXXX."
#flightspr -1
#explspr X
#path 0 X
#school X
#aoe 0
#range 0
#effect 23
#damage 4
#researchlevel 0
#pathlevel 0 1
#spec XXX
#fatiguecost XX
#nextspell "EXPLOSION"
#end
Replace the X's and Y's with whatever values you want for the spell to have. The "BANG" is a personal buff that gives "haste". Why? The casting AI is sometimes very reluctant to cast spells that will clearly *always* kill the caster, so we are fooling the AI into thinking that the spell is a poor personal buff. This will also prevent the casting AI from casting it unscripted. The unit won't cast this spell though if the unit already has haste.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.

If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.

Last edited by Burnsaber; March 13th, 2009 at 11:22 AM..
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  #2  
Old March 13th, 2009, 11:16 AM
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Jazzepi Jazzepi is offline
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Default Re: Modding Help

Thanks for the quick answer.

I have some code to share. It will give you a hint of what I'm working on. My problem is that when the boomer unit does its attack I have two issues.

1. I'm not getting anything flying through the air. They clearly stop and "attack" but I don't see any projectile. I'd love to have a particle effect like the dragon's breath uses.

2. The poison never takes hold, ever. Even when units take the 1 point of damage, the virulent disease poison doesn't work. I'd like to note that I've gotten that poison to work on another weapon I've been using for a different unit.

Also, I checked out the sound command. I was curious if /I/ could record a sound and add it to the game somehow, or if I had to use the other unit's sounds. I have a nice recording setup, and I could do a great BLARGGHHHH for the vomiting.

Jazzepi

Code:
#newmonster2605
#copystats2500
#copyspr 155
#name "Boomer"
#weapon "Vomit Spray"
#armor "Thick Slime"
#gcost 30
#rcost 15
#weapon 29
#weapon 29
#str 13
#size 3
#hp 15
#def 6
#attack 10
#perc 11
#map 2
#ap 12
#end

#newweapon 703
#name "Vomit Spray"
#secondaryeffect 700
#secondaryeffectalways 329
#dt_cap
#att 2
#range -1
#ammo 1
#aoe 3
#end

#newweapon 700
#copystat
#name "Virulent Infection"
#dmg 9	
#dt_poison
#end
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