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FrankTrollman
November 6th, 2006, 06:05 PM
So a number of commands in the mod manual are wrong. Here are some:

#secondaryeffectalways

should be: #secondaryeffect

The "always" appended to the end makes it not work.

#clearpath

It's not listed, but it makes a unit not a god. Who knew?

#custommagic 32768

This does not work. You cannot give Priest magic with that mod command.

So, anyone else noticed that some things work differently from advertised?

-Frank

Endoperez
November 6th, 2006, 06:08 PM
Some of the spell modding commands cause weird things. Conceptual Balance mod didn't change Tangle Vines or Vine Arrow, but the spell is bugged, nevertheless. Increased AoE AFAIK.

Gandalf Parker
November 6th, 2006, 10:24 PM
In case it helps,
Ive added a file to the docs here..
http://www.dom3minions.com/docs/

Its called MOD_strings.txt
Its taken directly from the game. That means that
A) it might have the exact wording in places where you cant seem to get it to work
B) it also includes a bunch of error statements so unless someone wants to weed out the actual commands, its bulkier than it needs to be
C) It might be very possible that some of the commands have NOT been announced (and dont work yet) so dont get too excited at what you see

Amos
November 7th, 2006, 08:31 AM
#secondaryeffectalways

should be: #secondaryeffect

The "always" appended to the end makes it not work.




This is just a bug not a mistake. After fix it should work as advertised.