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April 13th, 2009, 01:51 AM
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General
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Join Date: Jun 2003
Location: az
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TOUGH Modding Questions
These are what I consider some tough modding questions, but hopefully the veterans will know.
1) Can you add a ranged weapon as a secondary effect for a melee weapon?
So far it's not working. The reason is so I could have an effect which only occurs once every two turns or even less frequently.
2) How can I create a spell which drops a long range assassin already in stealth on an enemies province?
I know the wild boar spell already drops an independent stealthy unit which needs to be found. I would like to create a similiar spell which drops an assassin owned by the caster and without the wild boar event pop_up message.
3) Has anyone tried using the RAND command?
I found RAND was one of the hidden commands... which has me very interested since it's probably used for RANDOM percentages. I've tried a few modding combinations using RAND yet no luck. Probably doesn't exist per Ich
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Last edited by NTJedi; April 13th, 2009 at 03:31 AM..
Reason: update
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April 13th, 2009, 02:36 AM
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General
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Re: TOUGH Modding Questions
Quote:
Originally Posted by NTJedi
I found RAND was one of the hidden commands...
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Found how? It's not in the strings table, it is not being parsed by the game.
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April 13th, 2009, 02:46 AM
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Re: TOUGH Modding Questions
Quote:
Originally Posted by lch
Quote:
Originally Posted by NTJedi
I found RAND was one of the hidden commands...
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Found how? It's not in the strings table, it is not being parsed by the game.
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Found from the list of strings you posted on 10-25-07, 02:58 PM:
http://forum.shrapnelgames.com/showt...highlight=rand
Perhaps I read the thread too quickly.
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April 13th, 2009, 03:05 AM
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Re: TOUGH Modding Questions
Quote:
Originally Posted by NTJedi
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Ah. That was just single words from the strings table, of random text found in the game binary. Those can be used for entirely different things, like "randgod" is used as a debug message, for example.
At the moment I don't have the complete list of mod commands that are being parsed. But here is the table of complete map commands that are actually being parsed:
Code:
additem
allies
allowedplayer
bodyguards
cannotwin
clearmagic
commander
comname
computerplayer
defaultmapzoom
defence
defense
description
dom2title
dominionstr
domversion
feature
features
fort
god
imagefile
independents
killfeatures
knownfeature
lab
land
landname
mag_air
mag_astral
mag_blood
mag_death
mag_earth
mag_fire
mag_nature
mag_priest
mag_water
maptextcol
neighbor
neighbour
nohomelandnames
nonamefilter
nostart
owner
players
poptype
population
randomequip
scale_chaos
scale_cold
scale_death
scale_lazy
scale_unluck
scale_unmagic
scenario
setland
specstart
start
startspell
temple
terrain
title
units
unrest
victorycondition
victorypoints
wraparound
xp
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April 13th, 2009, 03:31 AM
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General
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Re: TOUGH Modding Questions
Thanks Ich... this answers one of my questions.
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April 13th, 2009, 03:55 AM
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Re: TOUGH Modding Questions
So, here are all the mod commands that are being parsed by the game:
Spells
Code:
aoe
clear
copyspell
damage
descr
effect
end
explspr
fatiguecost
flightspr
name
newspell
nextspell
nreff
path
pathlevel
precision
range
researchlevel
restricted
school
selectspell
sound
spec
Items
Code:
armor
constlevel
copyspr
descr
end
mainlevel
mainpath
name
newitem
secondarylevel
secondarypath
selectitem
type
weapon
Nametypes
Code:
addname
clear
end
selectnametype
Nations
Code:
addreccom
addrecunit
autoundead
bloodnation
brief
castleprod
clearnation
clearrec
clearsites
color
deepfort
defaultfort
defcom1
defcom2
defmult1
defmult1b
defmult2
defmult2b
defunit1
defunit1b
defunit2
defunit2b
descr
domkill
domunrest
dyingdom
end
epithet
era
farmfort
flag
forestfort
hero1
hero2
hero3
hero4
hero5
hero6
horsereanim
idealcold
indepflag
labcost
manikinreanim
mountainfort
multihero1
multihero2
name
nametype
nodeathsupply
nopreach
sacrificedom
selectnation
startcom
startfort
startscout
startsite
startunitnbrs1
startunitnbrs2
startunittype1
startunittype2
summary
swampfort
templecost
templepic
tombwyrmreanim
uwfort
uwnation
wightreanim
zombiereanim
Sites
Code:
clear
com
decscale
end
gems
gold
homecom
homemon
incscale
level
loc
mon
name
newsite
path
rarity
res
selectsite
Misc
Code:
coldincome
coldsupply
deathdeath
deathincome
deathsupply
eventisrare
luckevents
misfortune
poppergold
researchscale
resourcemult
slothincome
slothresources
supplymult
turmoilevents
turmoilincome
unresthalfinc
unresthalfres
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April 13th, 2009, 05:26 AM
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Re: TOUGH Modding Questions
NT, I don't have teh DB/spell Db here now but basicly you can just look in that one and use the spelleffect numbers from a spell that matches. I've not tries a remote assassin yet but for other spells it works well. If you know what spell you want to base it on it should be pretty easy to look up and just change the damage number in the unit you want there.
But as I said I've not actually tried it.. it worked for regular summon and a combination of friendly farsummons though.
While looking through the spell DB I noticed there are acutally a few spells which I though where pretty much alike with different spelleffect numbers so you might want to look at the exact spell you want to replicate.
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April 13th, 2009, 05:27 AM
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Re: TOUGH Modding Questions
and on 1 I'd guess it's not possible certainly if you've already tried it a bit (I don't think there would be many way's you could code it so if it doesn't work it probably just doesn't work)
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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April 13th, 2009, 01:47 PM
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General
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Join Date: Jun 2003
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Re: TOUGH Modding Questions
Quote:
Originally Posted by Aezeal
NT, I don't have teh DB/spell Db here now but basicly you can just look in that one and use the spelleffect numbers from a spell that matches. I've not tries a remote assassin yet but for other spells it works well. If you know what spell you want to base it on it should be pretty easy to look up and just change the damage number in the unit you want there.
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I could copy the wild boar spell, but how would I make sure the owner will not be independent also how would I prevent the pop-up event message associated.
Another angle to workaround the above two problems would be how could I make the commander land within an enemy province already in stealth mode.
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April 13th, 2009, 03:34 PM
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Lieutenant General
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Re: TOUGH Modding Questions
nono not COPY the spell use the CODE that is given in the spell DB. But if the wild boar is neutral and you want a NOT neutral summon than you can;t look at his CODE since then you'll just get another indep summon I'd say. You need to use a code that gives the result you want, so use it of a spells that does what you want.
PS I've got no idea where the messages go so maybe that is unavoidable anyway.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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