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  #1  
Old April 17th, 2010, 10:32 AM
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Swan Swan is offline
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Default Re: Modding tips and tricks

Quote:
Originally Posted by Swan View Post
if a make a creature with:
#copystats 1389 the monster who lose 10% of it's hp any month outside his home
#noheal
#magicbeing

will i get a monster who lose 1 hp each month outside his home but will be healed to 100% inside a lab?
It doesn't work, the monster doesnt'lose any hp
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Nameless city expansion pack feat. swan's herd
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  #2  
Old April 12th, 2010, 08:37 AM

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Default Re: Modding tips and tricks

I believe so, yes.
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  #3  
Old April 16th, 2010, 06:06 PM
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Default Re: Modding tips and tricks

Is it possible to create a monster that kills undead in the province he is in like the site do?
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Please, do not pretend me to draw, the one-eyed, armless, drunken monkey who is teaching me to draw says i will never be able to.

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Nameless city expansion pack feat. swan's herd
Venexia, the most serene republic
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  #4  
Old April 16th, 2010, 06:18 PM

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Default Re: Modding tips and tricks

Nope.
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  #5  
Old April 27th, 2010, 01:10 PM
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Default Re: Modding tips and tricks

I think there is a bug:
in order to obtain a monster with "dies away from home", you have to use
#selectmonster and #makemonster5 using it's name, not his number
1389-->it doesn't work
"blood lord"--> it works
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Please, do not pretend me to draw, the one-eyed, armless, drunken monkey who is teaching me to draw says i will never be able to.

Emo worm's summons
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Nameless city expansion pack feat. swan's herd
Venexia, the most serene republic
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  #6  
Old May 2nd, 2010, 08:40 AM
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Default Re: Modding tips and tricks

#newspell
#name "The Burning Trail2"
#descr "The Burning Trail2"
#school -1
#researchlevel 0
#path 0 0
#path 1 5
#pathlevel 0 3
#pathlevel 1 3
#effect 10001
#damage 2102
#nreff 8
#end


#newspell
#name "The Burning Trail"
#descr "The mage travels to the infernal planes and follows the burning trails to find and submit a flock of Nightmares. Once done, he summons a group of wights to mount some of the Mares."
#school 0
#researchlevel 7
#path 0 0
#path 1 5
#pathlevel 0 3
#pathlevel 1 3
#effect 10001
#fatiguecost 3200
#damage 2101
#nreff 4
#nextspell "The Burning Trail2"
#end





why doesnt this spell work ? it only creates the initial 4 units, but not the nextspell ones.
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  #7  
Old May 2nd, 2010, 11:02 AM
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Default Re: Modding tips and tricks

Doesn't nextspell work only for already existing spells?
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Please, do not pretend me to draw, the one-eyed, armless, drunken monkey who is teaching me to draw says i will never be able to.

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  #8  
Old May 2nd, 2010, 11:45 AM
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Default Re: Modding tips and tricks

Weird. Apparently the spell does work as intended, summoning 12 units, 4+8. Whats funny is that the spells description only shows number of effects 4. Apparently subspells effects are calculated beforehand.
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  #9  
Old May 3rd, 2010, 08:17 AM
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Default Re: Modding tips and tricks

How do I script a ritual that will summon a random commander from a list?

Do I just add more #damage commands for each different commander I want to be included in the random list? Is there a specific #effect command? TNX.

Last edited by Atreidi; May 3rd, 2010 at 08:26 AM..
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  #10  
Old May 3rd, 2010, 12:56 PM
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Default Re: Modding tips and tricks

Quote:
Originally Posted by Swan View Post
Doesn't nextspell work only for already existing spells?
No. Modded nextspells work fine. You're thinking of modded #onebattlespells, they don't work without a hack.

Quote:
Originally Posted by Ragnarok-X View Post
Weird. Apparently the spell does work as intended, summoning 12 units, 4+8. Whats funny is that the spells description only shows number of effects 4. Apparently subspells effects are calculated beforehand.
No spell description shows the effects of a #nextspell, modded or otherwise. You should sneak information about the #nextspell to the description of the base spell.

Quote:
Originally Posted by Atreidi View Post
How do I script a ritual that will summon a random commander from a list?

Do I just add more #damage commands for each different commander I want to be included in the random list? Is there a specific #effect command? TNX.
You can't. The only way to mod one in is to overwrite all the summons of a vanilla spell. I did this for my "Byzantine Pythium" mod with overwriting the Grigori summoning spell of Hinnom and all of the Grigori. See my sig for a link to the mod and thus to the code example that lies within the nation .dm file.


Also, with Sombre and then me (eventually) gone from the forums, I'd like to state that IrC is a good place to catch us to ask modding questions or the new forums that sombre made.
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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.
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