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View Full Version : Moding a Goneberserk Unit..


Atreidi
May 15th, 2010, 12:33 PM
How can I create a unit that has goneberserk from the start of battle?

Is there a unit I can copy stats from?

Edi
May 15th, 2010, 05:47 PM
You can't and no, there isn't.

Gone berserk only manifests is a berserker is wounded or through certain items (Sun Sword, Flesh Eater, the wolf pelt armor)

Graeme Dice
May 15th, 2010, 08:35 PM
You could probably give a commander a #onebattle spell that casts touch of madness. I believe that one of Burnsaber's pretenders (Grungi?) does this in his dwarf mod.

Atreidi
May 15th, 2010, 10:58 PM
You could probably give a commander a #onebattle spell that casts touch of madness. I believe that one of Burnsaber's pretenders (Grungi?) does this in his dwarf mod.

Touch of madness selfinflicts the caster?

rdonj
May 15th, 2010, 11:17 PM
All the slayer commanders in that mod cast a berserk spell at the start of combat. It seems that when they've got things near them it won't always get the commander too. It usually does though.

Atreidi
May 16th, 2010, 01:28 AM
I see... There must be a way to do it. There is an item that gives you the goneberserk skill upon equipment. Would there be a way to script it into a commander or unit through that item perhaps?

Edi
May 16th, 2010, 11:31 AM
Only by giving it to the commander in a map file. Not doable through mod.

Swan
May 16th, 2010, 12:26 PM
maybe, create a new spell with #copyspell "touch of madness" and setting aoe/range 0, that should give a single target "touch" on yourself only; maybe.

elmokki
May 16th, 2010, 10:05 PM
maybe, create a new spell with #copyspell "touch of madness" and setting aoe/range 0, that should give a single target "touch" on yourself only; maybe.

You can't #onebattlespell custom spells.

Foodstamp
May 16th, 2010, 11:39 PM
maybe, create a new spell with #copyspell "touch of madness" and setting aoe/range 0, that should give a single target "touch" on yourself only; maybe.

You can't #onebattlespell custom spells.

Sure you can.

You #copyspell an existing spell to a custom slot, then overwrite the original.

For example I used this code in my Rohan mod:

-------------One Battle Spell for King of Rohan---------------

#newspell
#copyspell 166
#end

#selectspell 166
#clear
#school -1
#researchlevel 0
#damage 2321
#nreff 4
#range 1
#effect 1
#end

---------------------------------------------------

The end result was that the original spell in slot 166 worked fine and I was able to use #onebattlespell to spawn a group of royal guards for the King of Rohan.

Burnsaber
May 18th, 2010, 06:54 AM
This thread is mostly on the right track about the issue. Autoberserking can't be done with units, but commanders can do it with a custom #onebattlespell. You should see the afromentioned dwarf mod for the code. The bug with the commander in the mod not always berserking himself is mostly due to me using a vanilla spell to give the berserk effect. Because the vanilla spell is not prec 100, the effect misses some times (much like a sacred thug self bless sometimes misses). You can bypass the bug by making your berserk effect be 100 prec.


Also note this data from the modding tips & tricks thread: (http://z7.invisionfree.com/Dom3mods/index.php?showtopic=39&st=0)


- The "berserk" buff seems to incur odd AI behaviour with modded spells, most likely due to the AI changes that have been made in a recent patch to make the AI less inclined to cast the "Touch of Madness" type spells. The AI refuses to cast a spell that just gives the "berserk" buff as a #onebattlespell. You need to fool the AI with #nextspell or make the spell give some other buff too with the berserk effect to make the AI cast the spell.

Foodstamp
May 18th, 2010, 07:36 PM
Actually it may still miss with 100 precision. I created an ethereal effect and gave it 100 precision targeting the caster and it misses sometimes. I'm guessing it will probably do the same with the berserk effect but I may be wrong.