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  #1  
Old April 25th, 2008, 02:54 AM
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Default Re: Magic Item Modding

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.
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Old July 8th, 2008, 11:45 PM
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Default Re: Magic Item Modding

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.
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Old July 9th, 2008, 04:27 AM
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Default Re: Magic Item Modding

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.
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Old July 9th, 2008, 04:10 PM
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Default Re: Magic Item Modding

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!
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Old July 9th, 2008, 06:14 PM
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Default Re: Magic Item Modding

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.
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Old July 12th, 2008, 01:06 PM
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Default Re: Magic Item Modding

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.
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