.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Star & the Crescent- Save $9.00
winSPWW2- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old January 28th, 2008, 03:10 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default New modding commands of 3.14

EDIT: #onebattlespell is mentioned in the mod manual. I still left the appopriate discussion to the end of this post due to info it contains.

The following modding commands aren't mentioned in the manual, but they work:

#newitem, #descr, #weapon, #armor, #type, #name, #copyspr,

This syntax seems to work:

#newitem
Creates a new magic item and selects it for modding by the
following commands. End creating the magic item with the
#end command.

#copyspr <magic item nr>
Copies the sprite of the specified magic item to the current magic item.

#name "text"
Sets the name for the active magic item. Changing name of a
magic item will remove its description as well, so make sure to set name before description.

#descr "text"
A text description of the magic item.

#weapon "text" | <nr>
Defines what kind of a weapon, if any, the unit gets when it uses the item. Works on misc item, boots, shield, 2-h weapon, 1-h weapon. Does not work for helmets, armor.

#armor "text" | <nr>??
Defines what kind of armor, if any, the units gets when it uses the item. I didn't actually test this, so it might be limited to name only, just as #armor for units.

#type
Defines whether the item is 1-handed or 2-handed weapon, a shield, a helmet, a body armor, a pair of boots or a miscellanous item. Defaults to miscellanous.
Syntax:
1 1-handed weapon
2 2-handed weapon
3 not forgeable, can be wielded on two hands - probably a bug
4 shield
5 body armor
6 helmet
7 boots
8 misc


#nextspell
At least with #nextspell, to use custom spells you have to use the spell ID number. Because spell ID's can't be defined manually, the number a spesific spell is assigned changes depending on which mods you have enabled. The first new spell will be 829, the second 830 etc.

A mod which uses #nextspell won't work if any mod that adds a new spell was read before it. I think mods are read in alphabetical order, so mods that use one or both of the above should probably be named "aa_modname.dm". This allows them to work with other mods that add spells but don't use #nextspell. Also, if new spells are added in any future patch (and there's at least one more nation coming, MA Vanarus predecessor of Bogarus), the spell ID numbers will change.



Examples:

#newitem
#name "Bashing Stone"
#weapon "Boulder"
#copyspr 282
#descr "Stone with runes to throw it far"
#mainpath 4
#mainlevel 2
#end
Reply With Quote
  #2  
Old January 28th, 2008, 03:40 PM

ryo_akashi ryo_akashi is offline
Corporal
 
Join Date: Apr 2007
Posts: 63
Thanks: 0
Thanked 17 Times in 3 Posts
ryo_akashi is on a distinguished road
Default Re: New modding commands of 3.14

I think the mod manual was updated. At least mine was...
For example,

7.94 #stormpower <bonus>
The monster will get stat increases during storms.

7.69 #onebattlespell �<spell name>� | <spell nbr>
Monster will automatically cast this spell just before the
battle starts. There is no fatigue cost for this. This spell
cannot be a spell added by a mod, it must be an original
Dominions 3 spell. You can modify the spell used by
this command though.

9.18 #nextspell �<spell name>� | <spell nbr>
With this command the effect of another spell will also
take place when the effect of the main spell occurs. The
nextspell takes place on every area where the main spell
takes effect. So make sure the area of the second spell
isn�t greater than 1 or there will be overlaps.
__________________
Debug Mod
Reply With Quote
  #3  
Old January 28th, 2008, 03:53 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: New modding commands of 3.14

Thanks for that. I just saw in the patch release thread that Amos mentioned item modding commands still not appearing. It seems the last beta and the version released by Shrapnel have minor differences in the mod manuals.
Reply With Quote
  #4  
Old January 28th, 2008, 03:59 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: New modding commands of 3.14

Also:

Despite what the mod manual says, #onebattlespell WILL work with custom spells. This should be avoided if possible, because it will create all kinds of problems with other mods and with future patches, as mentioned in the first post.
Reply With Quote
  #5  
Old January 28th, 2008, 04:38 PM
Amos's Avatar

Amos Amos is offline
Captain
 
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
Amos is on a distinguished road
Default Re: New modding commands of 3.14

Quote:
#newitem
#name "Bashing Stone"
#weapon "Boulder"
#copyspr 282
#descr "Stone with runes to throw it far"
#mainpath 4
#mainlevel 2
#end
Does that mean we can create a new weapon and then use it as a Magic Item?
Reply With Quote
  #6  
Old January 28th, 2008, 08:30 PM

DigitalSin DigitalSin is offline
Corporal
 
Join Date: May 2007
Location: Sydney, NSW
Posts: 173
Thanks: 9
Thanked 0 Times in 0 Posts
DigitalSin is on a distinguished road
Default Re: New modding commands of 3.14

Is there a way to use custom sprites, or is it just limited to the pre-existing ones?
__________________
My dragon collection!
Reply With Quote
  #7  
Old January 29th, 2008, 02:37 AM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: New modding commands of 3.14

Quote:
Endoperez said:
Also:

Despite what the mod manual says, #onebattlespell WILL work with custom spells. This should be avoided if possible, because it will create all kinds of problems with other mods and with future patches, as mentioned in the first post.
Good stuff, I wonder if we can assign multiple #onebattlespell to a commander, or will that make him explode or will it only recognize one of them
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #8  
Old January 29th, 2008, 03:57 AM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: New modding commands of 3.14

I did a little testing with #onebattlespell. I think I have found a decent way to use it without it wrecking mods.

I chose a null spell number (87) and used #selectspell 87 to create the spell I wanted to use for #onebattlespell.

Instead of creating new spells, using selectspell should do the job nicely. If you cannot do a #selectspell 829 etc etc without a spell being created, you could create a mod that creates a bunch of blank spells (829 through whatever) then just use select spell for all your custom #onebattlespell needs. If you made say 300 dummy spells, then you could do a #selectspell 1000 (well out of the range new dev spells will be added I imagine)and use it for your new #onebattlespell.

Another important thing to remember about #onebattlespell is that it allows that caster to cast the spell as if it were researched. This means that a caster may potentially spam the spell you wanted cast one time.

The spell I wanted my commander to cast is a spell I did not want as a true national spell so I fixed this by setting the fatigue to 5000 and setting it to -1 for a school. The spell does not appear in the spell books and my commander casts it one time at the beginning of battle, just like I wanted .

I tested with 2 #onebattlespell on one commander. The mod loads fine but the commander will not cast either spell, so you can't assign a commander to put on a magic show at the beginning of a fight
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #9  
Old January 29th, 2008, 04:37 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: New modding commands of 3.14

I haven't got my computer set up yet (I just arrived back in the UK and I've missed all this patch release commotion) but so far a couple of these mod commands look disappointing. I guess we'll see though, using techniques like the ones Foodstamp describes.
Reply With Quote
  #10  
Old January 29th, 2008, 08:55 AM

MKDELTA MKDELTA is offline
Corporal
 
Join Date: Jan 2008
Posts: 69
Thanks: 0
Thanked 0 Times in 0 Posts
MKDELTA is on a distinguished road
Default Re: New modding commands of 3.14

Damn @ storm power not working.

But FINALLY!!! patrol bonus!
__________________
There was a time/When people were alight/Stop this cold black machinery/Before we kill this mystery
- Le�ther Strip
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:21 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.