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June 26th, 2008, 10:00 AM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
Posts: 247
Thanks: 4
Thanked 1 Time in 1 Post
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Re: New mod commands
8. Will the #singlebattle type comand will be added? The gladiator one battle deal?
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June 26th, 2008, 10:51 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: New mod commands
Not sure, but i think that one is hardcoded. Unit nbr x and unit nbr y are removed after one battle. Thus not as easy to make moddable as the other fx's.
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June 26th, 2008, 11:03 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: New mod commands
w00t, I've just saw this. Thanks guys, that's awesome. Finally easy access to things like uniques.
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June 26th, 2008, 11:34 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: New mod commands
Quote:
Kristoffer O said:
Not sure, but i think that one is hardcoded. Unit nbr x and unit nbr y are removed after one battle. Thus not as easy to make moddable as the other fx's.
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There's other hardcoding related to Retiarius and Gladiator as well, namely that their resource cost is 1 despite the equipment they have and other units with same stuff have a resource cost that matches the equipment.
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June 26th, 2008, 01:46 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: New mod commands
Hmm. I hven't tried this but #ressize 0 might work for that.
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June 29th, 2008, 02:44 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: New mod commands
From the progress page:
28th june
* Monster modding: #cold and #heat takes an area variable.
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