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  #11  
Old January 29th, 2008, 10:09 AM
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Default Re: New modding commands of 3.14

First, #stormpower DOES work, despite what I wrote in my original post. When I tested it, I forgot to enter a value for it... In my defense, my mod manual still lacks most of the new commands. I only noticed my mistake thanks to ryo_akashi. Thanks again for that!

You can only set one #onebattlespell, but you can key multiple of those together with #nextspell.

Foodstamp - excellent workaround. If no one does it before I can (late today or perhaps tomorrow), I'll name it after you.

#onebattlespell and #nextspell will most probably require surprisingly many spell-IDs. In my simple test, giving all MA nations a spell that summons 3-4 commanders took 50 spell ID slots.


Quote:
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.
Also, we'll have to see if multiple #onebattlespells can be given to a unit so that it can cast any one of them. That'd let us mod the spells available to independent mages. Even one spell/independent could be used to make certain scripted maps more thematic (Witch King of Angmar spamming Undead Horde or something).
Also, it could be used to give some non-marignon holy mages ability to cast Holy Pyre, spesific priests unique holy abilities, heal spell for Arco Priestesses, etc. Also, it could be used to make some less-used pretender forms more powerful in Conceptual Balance. A Father of Winters able to spam Falling Frost, etc etc.
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  #12  
Old January 29th, 2008, 11:54 AM
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Default Re: New modding commands of 3.14

#coldpower doesnt work.
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  #13  
Old January 29th, 2008, 02:37 PM

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Default Re: New modding commands of 3.14

According to the progress page, that's already fixed for the new patch!
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  #14  
Old January 30th, 2008, 12:11 PM
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Default Re: New modding commands of 3.14

It seems Dominions does NOT order mods alphabetically. The mods that appear first for me just happen to be my own Anansi, Arcoscephale and Abysia mods and old version of Conceptual Balance. Freaky. Any way, the order seems to be influenced by which mods Dominions first noticed. I'll do some tests and see if I can come up with a way of making a spell-modding helper mod.
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  #15  
Old January 30th, 2008, 01:55 PM
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Default Re: New modding commands of 3.14

i think the mods are ordered by their system creation time, ie the time you installed them
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  #16  
Old January 30th, 2008, 02:08 PM
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Default Re: New modding commands of 3.14

Quote:
paradoxharbinger said:
i think the mods are ordered by their system creation time, ie the time you installed them
Yeah, I figured that out, and also how to circumvent that. However, the mods are READ in the order they were ENABLED, which is really annoying. See the long post in the new thread.
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  #17  
Old February 11th, 2008, 09:27 PM

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Default Re: New modding commands of 3.14

Where can I get a list of spell ID numbers?
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  #18  
Old February 12th, 2008, 03:44 AM
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Default Re: New modding commands of 3.14

Doctor Praetorious has compiled a list, but I haven't seen it myself either.

You can use spells' names for #onbattlespell, and I think for #nextspell as well, as long as they exist in base Dominions. Only modded spells need the spell ID number.
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  #19  
Old February 12th, 2008, 09:49 AM

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Default Re: New modding commands of 3.14

http://www.shrapnelcommunity.com/thr...=&fpart=1&vc=1

it's several posts down.
it should probably be put somewhere easier to find, like those big lists of stuff in the stickied threads.
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