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-   -   Null Item Mod (1.1 released) (http://forum.shrapnelgames.com/showthread.php?t=23578)

Alneyan April 20th, 2005 08:43 AM

Null Item Mod (1.1 released)
 
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Well, I was thinking of setting up a game limiting the use of magic items, so I decided to make a full mod with all items listed (instead of simply putting the ones I needed). The use of this mod is exactly the same as SC's own Null Spell Mod: making the life of modders easier.

The following features are still missing from the mod:

- The item stats (attack, defence, protection...) haven't been put in the file.
- Item numbers have only been added where they are needed.

Saber Cherry April 20th, 2005 08:56 AM

Re: Null Item Mod
 
Thanks, Alneyan!

Johan K April 20th, 2005 09:21 AM

Re: Null Item Mod
 
With version 2.16 #selectitem accepts numbers as well. So it should be possible to remove those with similar names as well.

Alneyan April 20th, 2005 09:24 AM

Re: Null Item Mod
 
I managed to remove all items under 2.15, simply by using the double name; I am not sure why, but it worked at least once). As for the item numbers, I think I made a mistake in my syntax, so that would explain why it doesn't work (at least for Sword of Sharpness/Bane Blade, as the Staff of Elemental Mastery is another matter altogether).

It doesn't seem to work using #selectweapon <Number> either, or by using #selectitem <Number>, even for items not sharing a same name.

Alneyan April 20th, 2005 09:36 AM

Re: Null Item Mod
 
The mod has been updated; it looks like I haven't been paying enough attention when squashing those bugs.

Ighalli April 20th, 2005 02:22 PM

Re: Null Item Mod
 
Thanks Alneyan! I was hoping someone would pout this together!

Endoperez April 21st, 2005 01:02 PM

Re: Null Item Mod
 
Alneyan, would you care to describe what you noticed about those bugs? And what are the item numbers you talk about?

I thought magic items linked to an item, so that the elemental bonus and cost of Staff of Elemental Mastery was in the item, and it linked to an item that was the actual weapon. The same weapon would then be linked to by both Staves of Elemental Mastery, and possibly other Staves (like the one of Dying Treelord).

Alneyan April 21st, 2005 01:21 PM

Re: Null Item Mod
 
Well, when using the actual item name (say, Sword of Sharpness), only the one-handed sword is altered. For the Staffs, only the first one (Water/Fire) is altered. It looks like they share the same construction level however, so making one unavailable removes the other.

The number I am referring to is the weapon/armor number, as per the modding manual: "Magical items can only be selected by name, not by their corresponding Weapon or Armor values". This part should have changed with version 2.16, but I cannot select items with their numbers. Both #selectitem 238 or #selectweapon 238 do not appear to be working. I do not know how selecting items by using those numbers is supposed to work however, and I may have got the syntax wrong.

The Swords of Sharpness and the Bane Blades are two different weapons (and two different items), each with its own weapon number, so they are wholly separate for the game. What is odd, however, is how the two Staffs are handled: they share the same number, even though they have different caracteristics (the resistances). I guess it is because the stats of the weapon remain the same, and only a miscellaneous ability is altered.

It makes it impossible to alter the second Staff of Elemental Mastery however, unless I am missing something; removing it should work, though I haven't checked it since my "remove all items from the game to check for misspellings" test. A last oddity about those weapons: the actual name of the weapon is "Magic Staff", and not Staff of Elemental Mastery. #selectitem "Magic Staff" doesn't allow to alter the second Staff though, either when it is used alone or in conjunction with a #selectitem "Staff of Elemental Mastery".

Endoperez April 21st, 2005 01:47 PM

Re: Null Item Mod
 
I see.

I had similar problem with the Nation Replacement, or Null Nations (which would suit it better now that there is Null Items and Null Spells) mod. Few magic sites of the base and special theme share same names. As an example, Caelum base and Caelum RoR have sites of the same name, but I cannot choose the RoR sites as starting sites.

quantum_mechani April 21st, 2005 02:35 PM

Re: Null Item Mod
 
Another little moddng issue I discovered, while we are on the subject, it is that it is impossible to edit the recruitable units for Rl'yeh costal forts. Well, you can edit the units (which also edits the units for underwater forts), but you cannot have more or less units than the original number.


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