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NTJedi
April 23rd, 2008, 05:41 AM
I couldn't find any detailed topics on item modding... so here's some questions I'm sure others might have as well.
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What's possible with the magic item modding?

Do we have to use only existing item sprites or can we create our own?

Is it possible to create a miscleanous flying item or give a miscleanous item traits other than weapons and armor?

Edi
April 23rd, 2008, 07:11 AM
All the existing information on how the commands work is in the UOR Modding Manual. They have been left out of the official manual for some reason.

NTJedi
April 24th, 2008, 07:36 PM
I've seen the existing commands, but didn't see any options for creating new item sprites or providing traits for magic items other than weapons and armor.

I wanted to create a unique miscleanous item for my nation which provides flying with a distance of 7 to only its owner. It's an important historical artifact. It seems the item modding commands I need don't exist, so I'm checking the forums.

Saulot
April 24th, 2008, 08:16 PM
I've encounted problems using the item modding. Those sorts of problems may be part of the reason they've been left out.

Edi
April 25th, 2008, 02:08 AM
There isn't anything else than what I gleaned from the beta forum and added to the UOR Manual, unfortunately.

Endoperez
April 25th, 2008, 02:54 AM
Progress page update for item modding read:

* New item modding commands: #newitem, #descr, #weapon, #armor, #type, #name, #copyspr.

That's all that was added, AFAIK.

Psientist
July 8th, 2008, 11:45 PM
I've done a little experimenting with the magic item modding, and I haven't found anything useful I could do with it yet. About all you can do is make a copy of an existing armor, unit, or other item, and change its picture and construction requirements/costs. I suppose that's useful if you want to make a unique item non-unique, but less so for cross-pollinating ideas.

I tried making a "ring of shadows" that "#armor" copied from the robe of shadows, but it had no effect on the wearer.

I tried creating a new weapon (using the #newweapon mod command) with custom AOE, damage, secondaryeffects, etc., and then creating a new item (using #newitem) that copied its attributes using the #weapon command - and got nothing at all. So, you can't create different types of magic weapons from scratch either.

So, unless somebody has come up with some ideas on how to use these commands in a creative way, I think the majority of applications will have to wait until more modding commands are unlocked in future patches.

Edi
July 9th, 2008, 04:27 AM
Thanks for letting us know, Psientist. I suspect there is a limitation so that only the weapons already in the game can be used in item modding. I can ask Johan about that, but it's got a somewhat lesser priority than some other stuff.

HoneyBadger
July 9th, 2008, 04:10 PM
Can someone clarify something for me, please? I've read the item modding thoroughly and I get all that. I've even used it extensively enough to know what I'm doing. But has the ability been implemented to add forgeable items? I don't think it has, but I'm unclear on that. Thanks!

Edi
July 9th, 2008, 06:14 PM
There is a #newitem command, as well as some other stuff in the UORMM. You tyhen set what abilities you can (mainly weapons and armor) and set contr level, that should work.

Psientist
July 12th, 2008, 01:06 PM
Some notes...
I finally got some #nextspell mods working.

- If you combine #copyspell with #nextspell, things get a little quirky... I can't seem to overwrite all the #copyspell's original attributes, and I cannot cast the original spell #nextspell was called from unless I have already researched the spell #copypell copied...

- That warning in #nextspell about "overlapping areas of effect" looks like it should be rewritten that "spells without matching AOEs may not be compatible at all" (at least, I had trouble making them work, but I was also combining in #copyspells, so who knows WHAT was causing the exact problem)

- The good news is if you make spells from scratch, the #nextspell command seems to work quite well. You can chain together more than one spell with a #nextspell in it, so you can make superbuffs that you couldn't with bitmasking alone (or supermallei, etc.). I found it's best when making custom chains to:

declare the research path, school the same as the originating spell
declare the research LEVEL to be 10 (unresearchable) - you don't want anybody casting the intermediate chain spells without the originator spell
be sure to give the intermediate spells unique names and some minimum description (it crashed on me twice until I added descriptions!?!)., eg "superbuff part 1", "superbuff part 2", etc., keeping in mind they won't appear in the spell lists if you give them research level 10
I don't think fatiguelevel, flightsprite etc. of the intermediate spells are used.