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  #1  
Old September 28th, 2004, 09:04 AM
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Boron Boron is offline
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Default Modding command questions

I will perhaps try to make a own small mod
I looked now into the modding command doc ( 2.14 from Arryn's site ) but i see that a lot of things are still missing .

A few questions :
Item slot values :
- What is the number for 4 handslots ?
- Is it possible to give a unit 2 Bodyslots e.g. ?

General modding :
Quote:
#eventisrare <percent> Random events are divided into two categories: common and rare. The value set by this command is the chance a random event will be of the rare type. The default is 15.
What is a rare event ?

Quote:
#luckevents <percent> The chance for random events is altered by 5 percent per tick of the Luck/Misfortune scale. This command lets you modify that percentage.
Is it only 5% for luck + turmoil or 10% ? I remember reading that each point of luck / turmoil increases the chance of random events by 10% .

Finally what is the exact difference from the game option setting rare vs. common events ?


How do i mod a theme only ?
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  #2  
Old September 28th, 2004, 03:20 PM

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Default Re: Modding command questions

Quote:
Boron said:
A few questions :
Item slot values :
- What is the number for 4 handslots ?
- Is it possible to give a unit 2 Bodyslots e.g. ?
At the bottom of the FAQ there is a series of numbers and how you apply them to get the slots you want. It smacks of binary, but what are you going to do?

Quote:

What is a rare event ?
I don't think anyone has ever documented what is a rare event and what isn't. Though the 500 Gold Event and the 1500+ Magic Item event are Rare I believe.

Quote:
Is it only 5% for luck + turmoil or 10% ? I remember reading that each point of luck / turmoil increases the chance of random events by 10% .
It's +5% for Both Turmoil (order is -5%) and for either Luck/Misfortune AFAIK (I haven't thought about Luck/Order scales in a while).

Quote:
Finally what is the exact difference from the game option setting rare vs. common events ?
Significantly reduces the number of events you recieve. Though this can be circumvented by having alot of provinces in which you quickly hit the 3 Maximum Events a turn.


Quote:
How do i mod a theme only ?
You cannot, and I don't think you ever will. You can mod units that are only accessible through a theme, but there is no way to mod a specific theme by application of the Nation modding Commands.
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  #3  
Old September 28th, 2004, 04:17 PM
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Default Re: Modding command questions

Quote:
Zen said:
Quote:
How do i mod a theme only ?
You cannot, and I don't think you ever will.
Why?
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  #4  
Old September 28th, 2004, 04:19 PM
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Default Re: Modding command questions

Thnx Zen .

With the 4 hands i just ask because it is possible for the Nataraja . And i was thinking of perhaps creating a small demonish creature with 4 or even 6 arms if it is possible .

A few new questions :
-In Sp i hate rare events . So if i would mod #turmoilevents <percent> to > 33% , e.g. 50% , would that mean that with order 3 i get no random events at all ?

-Is there any way to remove a few "good" events ? I would love to remove the free militia event and a few other good events who actually HARM you .

-How do i make some units like daugthers of avalon not capitol only ?
There is #clearsites but this only removes the site but i can't find a way to edit a site .
If i use #clearrec and then #addreccom + #addrecunit does this remove being capitol only ?

Cause i think making e.g. daugthers + mothers of avalon or warlock aprentices not capitol only would be a good thing
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  #5  
Old September 28th, 2004, 04:42 PM

Ironhawk Ironhawk is offline
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Default Re: Modding command questions

Quote:
Boron said:
- Is it possible to give a unit 2 Bodyslots e.g. ?

If this does in fact turn out to be possible, you should be careful about it, boron. Giving a unit two body slots gives them extraordinary flexibility in terms of resists, abilities, and protection.
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  #6  
Old September 28th, 2004, 04:54 PM
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Default Re: Modding command questions

Apparently something to do with the fact that themes, and modding, were both worked into the game rather than being part of it when it was written. I think Johan called it "monkied in"? (a programmers term?) So the game and themes talk to each other all right, and the game and mods talk to each other ok. But mods and themes just dont seem to connect well so far.
Maybe Dom3
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  #7  
Old December 18th, 2004, 08:27 PM
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Default Re: Modding command questions

I am looking into the #luckevents command myself since I get the impression it doesn't have any effect.
Anyways, Zen mentioned a 3 events per turn cap. Is there a cap?

And what is your experience with the #luckevents command?
I set it to 999 and played 20 turns with 2 nations with 5 provinces each, both with luck3 scale, and didn't see noticably more events than normal. One had only luck3 scale, other had sloth3 turmoil3 magic2 also. The luck 3 only nation had noticably more events, in my estimation. Perhaps 1 event per turn on the one with many scales and 1.5 on the other.
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  #8  
Old December 18th, 2004, 10:20 PM
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Default Re: Modding command questions

What is the number for the 4th hand slot?
This is what the modding manual says, but it doesn't say why....
Value Item Slots
1 Nothing
2 1 hand
6 2 hands
14 3 hands
256 1 head
768 2 heads
1024 1 body
2048 1 feet
4096 1 misc
12288 2 miscs
28672 3 miscs
61440 4 miscs
3334 2 hands, head, body, feet
13574 2 hands, head, body, 2 misc

The system uses binary flags to set the slots--by ORing them together, you get the full inventory (just add the values below)
1st hand slot: 2 (2^1)
2nd hand slot: 4 (2^2)
3rd hand slot: 8 (2^3)
4th hand slot: 16 (2^4)
5th hand slot: 32 (2^5)
6th hand slot: 64 (2^6)
1st head: 128 (2^7)
2nd head: 256 (2^8)
3rd head: 512 (2^9)
Body: 1024 (2^10)
Feet: 2048 (2^11)
1st Misc: 4096 (2^12)
2nd Misc: 8192 (2^13)
3rd Misc: 16384 (2^14)
4th Misc: 32768 (2^15)
5th Misc: 65536 (2^16)
6th Misc: 131072 (2^17)

As you can see by the powers of two, there is no space for a second body or foot slot, or a 3rd head. If the value is stored in a 16-bit integer (unlikely, it's probably a 32-bit value) then 4 Misc is the max. One could reasonably assume that 2^5 through 2^7 have been reserved for more hands, but I have to check that (it would allow for 7 hands). I haven't tested the 4th hand yet, but I'll do it in just a few minutes and post back--I assume it works since the nataraja has 4 hand slots.

>>>>>>>>> UPDATE <<<<<<<<<

The limit appears to be 8 total slots, with up to 6 hands or miscellaneous items AND slot 128 is a head for a maximum of 3 heads.

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  #9  
Old December 18th, 2004, 10:46 PM
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Default Re: Modding command questions

As an addition to your questions, I would like to ask for the following information (perhaps Kristoffer O or someone equally knowledgable would be able to assist).

1: Could we have a complete list of sprite animations for missiles?
2: Assuming that the new #explspr directive is for EXPLosion SPRites, could we have a list of those too? I assume command form is #explspr <spriteNum> <animLength>...
3: Is there a way to give a monster a penalty to magic books (like the dragons' -2 all books in dragon form)?
4: I have tried to look into some of the data files, but I am uncertain of their format/encoding...Data structure(s) and encoding/compression methods would be very nice to have.
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  #10  
Old December 19th, 2004, 07:55 AM
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Default Re: Modding command questions

Greetings, Hunter of Dragons

1) Hmm, I don't think there is one currently. I haven't looked at modding lately, so I'm not sure what is available. I'll take a look and see if it is possible to quicky compile one.

Hmm, found something. Isn't this available in the modding doc (it is in mine, but I'm not sure if it is updated)?

Not sure if you want that. Experiment with the numbers to change sprites. Many of the missing slots are old sprites used in dom1. Old fireballs etc. There is no list available. I would have to open the sprite files and count sprites and numbers to get a complete list.

100 & 1 & Boulder \\
109 & 1 & Arrow \\
110 & 1 & Javelin \\
111 & 1 & Sling stone \\
133 & 4 & Fire swirl \\
137 & 4 & Frost swirl \\
141 & 8 & Multi colored swirl \\
210 & 4 & Lightning bolt \\
274 & 4 & Bane fire arrow \\
304 & 4 & Blade wind missile \\
313 & 4 & Sticky goo \\
339 & 3 & Evil death thingy \\
350 & 4 & Fire arrow \\
354 & 4 & Fire javelin \\
362 & 4 & Fire boulder \\
395 & 4 & Elf shot \\
403 & 1 & Blow gun needle \\
404 & 3 & Green gooey missile \\
411 & 4 & Throwing axe \\
416 & 3 & Web \\
419 & 1 & Vine arrow \\

2) Never heard of it. Hmm, found it in my modding doc.

10001 & Falling shimmering colors \\
10002 & Falling white \\
10003 & Falling red \\
10004 & Falling green \\
10005 & Falling blue \\
10006 & Falling light red \\
10007 & Falling light green \\
10008 & Falling light blue \\
10009 & Falling purple \\
10010 & Falling yellow \\
10011 & Falling orange \\
10012 & Falling cyan \\
10021-10039 & Few falling colors \\
10041-10069 & Rising mists \\
10101-10119 & Explosion \\
10121-10139 & Exploding gas \\
10108 & Cold BLast \\
10113 & Fireball \\
10141 & Rising purple \\
10200 & Curse \\
10206 & Soul Slay \\
10219 & Lightning \\

3) Unfortunately not, but you can use one of the units that gets modified magic and replace it with your own sprite and stats.
- Dragons (-2), red (215), blue (265), green (266), dracolich (644), carrion dragon (1026)
- Capricorn (-1) (1039)
- Siren (-1w land, -1a water) (1055,1054)
- Lady of spiders spider form (-1) (947)
- Sorceress Spider form (magic split in half) (898)
4) Honestly no clue.
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