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  #1  
Old March 2nd, 2004, 05:38 PM

piawak piawak is offline
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Default Modding question: Random Magic

While trying to play with the modding functions I ran into a problem. I was trying to change the magic of a tuatha and couldn't find a way to get rid of the 1 random pick. I tried using #clear and #clearmagic and ended up with a basic guy who STILL had 1 random magic pick. Any help would be appreciated.
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  #2  
Old March 2nd, 2004, 07:28 PM
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Saber Cherry Saber Cherry is offline
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Default Re: Modding question: Random Magic

Try this:

#magicskill 50 0
#magicskill 51 0
#magicskill 52 0
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Old March 2nd, 2004, 08:44 PM

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Default Re: Modding question: Random Magic

I have found some things are remarkably persistent, and just wont clear. The first time.

I have a file with the following:
#clear
#clear
#clear
#clearmagic
#clearmagic

if I remove any of them, the clears stop "taking" for a couple of the fields.

Dunno why, but hey, adding the extra clears works. lol
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Old March 2nd, 2004, 09:00 PM
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Default Re: Modding question: Random Magic

Dominions II uses "Onion-Oriented Programming". The data is structured one layer at a time...
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Old March 2nd, 2004, 09:03 PM
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Default Re: Modding question: Random Magic

Quote:
Originally posted by Saber Cherry:
Dominions II uses "Onion-Oriented Programming". The data is structured one layer at a time...
I thought Onion-Oriented Programming was code that made you want to cry ...
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Old March 2nd, 2004, 10:47 PM

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Default Re: Modding question: Random Magic

I think they're the same thing, yes. But if you think that constitutes code that makes you want to cry, you should see my code.

Everything is scrunched in on one line! Often times I give functions and variables perversely wrong names, just to confuse people!
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