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Old June 2nd, 2011, 05:09 PM
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Edi Edi is offline
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Default Re: updates

The site modding commands allow nearly all the features of sites to be enabled. Almost all of those correspond one on one to columns in the Dom3 DB site page.

The monster modding commands here are pretty much the holy grail bundle of missing commands, since armor can be assigned by number, linked magic paths are possible, armor and weapons can be cleared without clearing all other special attributes.

Drainimmune presumably makes a unit immune to the drain scale like master smiths.
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Old June 2nd, 2011, 05:21 PM
Squirrelloid Squirrelloid is offline
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Default Re: updates

Quote:
Originally Posted by Edi View Post
The site modding commands allow nearly all the features of sites to be enabled. Almost all of those correspond one on one to columns in the Dom3 DB site page.

The monster modding commands here are pretty much the holy grail bundle of missing commands, since armor can be assigned by number, linked magic paths are possible, armor and weapons can be cleared without clearing all other special attributes.

Drainimmune presumably makes a unit immune to the drain scale like master smiths.
The only things really missing for unit modding are the way to spot clear certain abilities, like flying, which aren't assigned a numeric value. (You can spot clear abilities with a numeric value by assigning them a value of 0).

I mean, the alternative is to enable mod commands for the abilities which don't have mod commands yet, like sacredawe (halt heretic). But I'm not sure offhand how many abilities that covers at this point. I only noticed sacredawe was missing because i recently modded MA Ulm, and the Iron Angel was problematic to use as a base for a unit because i couldn't clear its flying without clearing its sacredawe.
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