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April 20th, 2008, 04:59 PM
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Modding Dictionary
Edi's (and other's) modding contributions have been enormous. Yet, I have a suggestion.
A lot of people come up with interesting effects or spells - but the effects created are nowhere documented - meaning that the next time someone wishes to create a similiar effect he has to in effect, start from scratch.
Why not create a modding dictionary - with a list of spells, weapons, creatures, effects - with the code that creates them?
This would be useful not only to recreate the units - but educationally seeing how effects were achieved...
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April 20th, 2008, 05:13 PM
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General
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Re: Modding Dictionary
Or you could just drop by the Dom3 IRC channel and ask Sombre how to do stuff...
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April 20th, 2008, 05:18 PM
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Re: Modding Dictionary
Hmm. Here's the code for a war wagon. It's a unit with powerful ranged attacks that closes in to trample firing as it moves in. The way to do this is to give it different ranged missile weapons with multiple attacks and only 1 ammo. It fires the long range one, then the midrange, then the shortrange, then tramples. Unless it's hit of course. If it is hit hard enough it will lose first one horse, then the other. When it loses the first horse it only has mid and close range missiles. When it loses the second horse it's immobile, no longer tramples and actually regains missile weapons, along with a variety of close range weapons. So usually the unit will advance while firing, trample, get hurt and sit there smacking stuff down in melee. If it gets hurt too bad it stops halfway to the enemy and fires away,.. if the enemy routs and it's badly hurt it will stay there and fire at them as they flee.
After battle it gets both horses back.
-- weapons
---- War Wagon Form 1 Longrange
#newweapon 680
#name "Missile Weapons"
#dmg 10
#nostr
#armorpiercing
#att 2
#def 0
#range 30
#ammo 1
#nratt 4
#flyspr 109 1
#sound 13
#end
---- War Wagon Form 1 Midrange
#newweapon 681
#name "Missile Weapons"
#dmg 10
#nostr
#armorpiercing
#att 2
#def 0
#range 20
#ammo 1
#nratt 4
#flyspr 109 1
#sound 13
#end
---- War Wagon Form 1 and 2 Shortrange
#newweapon 682
#name "Missile Weapons"
#dmg 10
#nostr
#armorpiercing
#att 2
#def 0
#range 10
#ammo 1
#nratt 4
#flyspr 109 1
#sound 13
#end
---- War Wagon Form 3 Midrange
#newweapon 683
#name "Missile Weapons"
#dmg 10
#nostr
#armorpiercing
#att 2
#def 0
#range 30
#ammo 5
#nratt 3
#flyspr 109 1
#sound 13
#end
---- War Wagon Form 2 and 3 Melee
#newweapon 684
#name "Crew Polearms"
#dmg 7
#att 1
#nratt 3
#def 0
#length 5
#end
---- Hook Halberd
#newweapon 685
#name "Hook Halberd"
#dmg 10
#att 2
#def 0
#length 5
#bonus
#end
---- Ball and Chain
#newweapon 686
#name "Ball and Chain"
#dmg 6
#flail
#nratt 2
#att 0
#def 0
#length 5
#bonus
#end
---- Mancatcher
#newweapon 687
#name "Mancatcher"
#dmg 11
#armorpiercing
#att -2
#def 0
#length 5
#bonus
#end
-- units
---- War Wagon (Two Horses)
#newmonster 2466
#spr1 "./Warhammer Empire/War Wagon.tga"
#spr2 "./Warhammer Empire/War Wagon.tga"
#name "War Wagon"
#descr "The War Wagon is effectively an advanced chariot manned by several crewmen who are armed with a variety of lethal weapons devised in the Academies of Nuln. These may include repeater crossbows, Hochland arbalests, hook-halberds, ball-and-chain polearms, mancatchers and other exotic designs. Drawn by two powerful warhorses, the War Wagon will advance, unloading its ranged weapons as it draws close to the enemy, before ploughing through their ranks with the crew using their polearms to strike at foes on all sides."
#hp 12
#size 5
#prot 5
#mor 13
#mr 10
#enc 1
#str 10
#att 10
#def 10
#prec 11
#mapmove 2
#ap 18
#trample
#heal
#gcost 150
#rcost 100
#armor "Wagon Cover"
#weapon 680
#weapon 681
#weapon 682
#weapon 684
#secondshape 2467
#end
---- War Wagon (One Horse)
#newmonster 2467
#spr1 "./Warhammer Empire/War Wagon.tga"
#spr2 "./Warhammer Empire/War Wagon.tga"
#name "War Wagon"
#descr "The War Wagon is effectively an advanced chariot manned by several crewmen who are armed with a variety of lethal weapons devised in the Academies of Nuln. These may include repeater crossbows, Hochland arbalests, hook-halberds, ball-and-chain polearms, mancatchers and other exotic designs. Drawn by two powerful warhorses, the War Wagon will advance, unloading its ranged weapons as it draws close to the enemy, before ploughing through their ranks with the crew using their polearms to strike at foes on all sides."
#hp 12
#size 5
#prot 8
#mor 13
#mr 10
#enc 3
#str 10
#att 10
#def 9
#prec 11
#mapmove 2
#ap 14
#trample
#heal
#gcost 150
#rcost 100
#armor "Wagon Cover"
#weapon 682
#weapon 684
#secondshape 2468
#firstshape 2466
#end
---- War Wagon (Immobile)
#newmonster 2468
#spr1 "./Warhammer Empire/War Wagon Immobile.tga"
#spr2 "./Warhammer Empire/War Wagon Immobile.tga"
#name "Immobilised War Wagon"
#descr "The War Wagon is effectively an advanced chariot manned by several crewmen who are armed with a variety of lethal weapons devised in the Academies of Nuln. These may include repeater crossbows, Hochland arbalests, hook-halberds, ball-and-chain polearms, mancatchers and other exotic designs. Drawn by two powerful warhorses, the War Wagon will advance, unloading its ranged weapons as it draws close to the enemy, before ploughing through their ranks with the crew using their polearms to strike at foes on all sides."
#hp 24
#size 4
#prot 14
#mor 13
#mr 10
#enc 3
#str 10
#att 10
#def 8
#prec 12
#mapmove 0
#ap 2
#immobile
#heal
#gcost 150
#rcost 100
#armor "Wagon Cover"
#weapon 683
#weapon 685
#weapon 686
#weapon 687
#firstshape 2466
#end
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April 21st, 2008, 01:49 PM
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Re: Modding Dictionary
The way I do it is to download the mods and read the DM files.
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April 21st, 2008, 01:54 PM
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National Security Advisor
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Re: Modding Dictionary
I suggest doing as Edratman does. Easiest way to tackle that problem. Would be a waste of effort to try to maintain some kind of library because there is no real way of indexing it unless you want to go to a lot of trouble to do it and for no really useful purpose either.
Creating a new unit from scratch is really fast if you've done it a few times. Spells, more involved and difficult, which is why existing mods are the ones you should look to first.
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April 22nd, 2008, 07:34 AM
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Re: Modding Dictionary
Sombre, I forgot to mention that I think your war wagon is an immensely clever construct.
One question. Why did you use #firstshape 2466 for #2468? I would have thought that the sequence would have used #2467 as the first shape for #2468.
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April 22nd, 2008, 09:04 AM
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General
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Re: Modding Dictionary
Quote:
Edratman2 said:
One question. Why did you use #firstshape 2466 for #2468? I would have thought that the sequence would have used #2467 as the first shape for #2468.
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#firstshape is the state that you get after the turn is finished. The war wagon then gets two fresh horses. Otherwise you'd have to wait another turn and maybe even have a battle so that the war wagon gets back to its original strength.
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April 22nd, 2008, 09:41 AM
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Re: Modding Dictionary
Ich, that makes sense. I've not previousy encountered a double shape shift, so my thinking was that #firstshape referred to the shape the unit came from (which is true on single shape shifts). Sombre is using it as the unit # it returns to. Now that I think about it, it is probably similar to the hydra shape shift program.
Damn clever.
I'm probably going to use multiple shifts on something. Of course, I don't have a clue on what it will be. Yet.
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April 24th, 2008, 11:39 PM
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Re: Modding Dictionary
I figure this is how to script a hydra of 9 heads.. losing heads...
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April 25th, 2008, 02:09 AM
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Re: Modding Dictionary
Yes, it is. It is also how the elementals are done, consecutive secondshapes, only the elementals do not have a firstshape.
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