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December 12th, 2005, 09:24 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
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Re: Giving magic items
I would think that shapeshifters retain cursed headgear during shifting, unless they lose/gain a head during shifting (which shifting critter does such a gross thing anyway?)...
You could try to put the item on a commander who has no head. Maybe then Dom2 would put the item directly into the lab. So try it out with a unit that has only misc-slots (remember, the ''#commander'' directive works with any unit number and gift-of-reasons if necessary).
Otherwise, maybe a disease-inflicting item might do the trick, provided that disease-killed unites put their items into labs...
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Then again, Alneyan's suggestion seems quite sensible to me! [Edit: I intended to refer to his initial suggestion by using an extra nation and a few extra-turns to send the items to everyone! But his second suggestion (modding a shifting-scout-with-no-slot-second-form) is quite good as well and works for a resuable generic setup!]
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December 12th, 2005, 09:54 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
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Re: Giving magic items
Headgear is dropped if the second form lacks a head; Lamia Queens do that, in particular.
Units dying of disease behave in the same way as units dying of something else: their items are dropped in the province, and may be picked up by a random commander (as shown when using Fever Fetishes on scouts).
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December 12th, 2005, 07:33 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Giving magic items
Is it possible to actually make a unit with no slots? I thought that in modding terms "no slots" means "no slots but the 2 misc slots"? So that there would still be no way to get rid of things like The Green Eye or The Forbidden Light and other such cursed miscs?
Hmmm... maybe I could make a unit with 4 miscs and fill up the first two slots with junk and the third or fourth with interesting items so when they shift they will drop those two?
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December 12th, 2005, 08:23 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
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Re: Giving magic items
It´s possible. Here is a small mod that allows the pythium theurg to change shape into the troll moose kight with 0 misc slots( he isn´t used in the game afaik). Simply exchange the theurg to whatever monster you want holding the items. All cursed items nicely go into the lab(not sure if one needs to be present at the site, but shouldn´t matter anyway.)
I guess optimally you´d want to use completely new units using the #newmonster command, but then you´d have to attach unit sprites to the mod and it would be more of a hassle.
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#modname "noslots"
#version 1.0
#domversion 2.16
#end
#selectmonster 42
#itemslots 32006
#shapechange 1086
#end
#selectmonster 1086
#itemslots 1
#shapechange 42
#descr "I´m just a stupid mule, what do you want from me? "
#end
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December 13th, 2005, 12:32 AM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Giving magic items
Sweet, thanks Turin!
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December 13th, 2005, 01:53 AM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Giving magic items
Excellent! Works like a charm. Thanks much for the help, guys. I'll be putting together a post for the game tonight!
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