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September 5th, 2008, 08:29 PM
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General
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Join Date: Oct 2007
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Re: Modding: Effects?
Try Edi's database, it should have everything you need. Note that it lists the effects under the "weapons" section.
http://forum.shrapnelgames.com/showthread.php?t=40445
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September 6th, 2008, 12:39 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Modding: Effects?
Did you mean special abilities that deal damage and other effects, or visual effects such as explosions?
If you want spesific visual, I'm afraid you have to try and find it yourself. It isn't that difficult, if you streamline it. You can use the same battle to test the effects as long as you restart Dominions, and you could set up a shortcut that automatically opens your test game. If you keep your mod open and your computer doesn't take too long to start Dominions, it's pretty fast.
Last edited by Endoperez; September 6th, 2008 at 12:45 AM..
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September 6th, 2008, 05:08 AM
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Private
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Join Date: Jul 2005
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Re: Modding: Effects?
Thanks for the quick response! What I want is a list of #secondaryeffect and #secondaryeffectalways. I want the weapon to empower the user in a magic path. Though I realized it won't really be necessary since it will not be a forgeable weapon. I could just write in the description that it is the sword while I actually let the unit have the skill from the start. Still a list of what is doable and not would be nice.
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September 6th, 2008, 08:38 AM
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National Security Advisor
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Location: Helsinki, Finland
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Re: Modding: Effects?
Quote:
Originally Posted by Attle
Thanks for the quick response! What I want is a list of #secondaryeffect and #secondaryeffectalways. I want the weapon to empower the user in a magic path. Though I realized it won't really be necessary since it will not be a forgeable weapon. I could just write in the description that it is the sword while I actually let the unit have the skill from the start. Still a list of what is doable and not would be nice.
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As has been said, #secondaryeffect and #secondaryeffectalways are other weapons which are linked from the first one and take place on hit. They cannot give your unit spell effects like luck, body ethereal or anything like that. Only items can do that, which you would need to forge. An item may grant a unit a weapon or armor (much like modding an armor onto a unit) but unlike intrinsic weapons and armor, items can also grant resistances, stat increases, luck or other special abilities.
The Dom3 DB will give you a full list of weapons, armor, units and most everything else in the game except spells. You can find it linked from my sig, from the mod list thread and from the other links in this thread. You need Open Office to open the full one, but there is also an Excel version (static, so only has numerical data, no formulas).
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September 6th, 2008, 03:00 PM
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Private
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Join Date: Jul 2005
Posts: 31
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Re: Modding: Effects?
This is what my efforts has amounted to. The written effects should correspond to cold, elf bane, ice blade and small area cold. The small area cold shows when I look ingame on the weapon but the other effects doesn't. Am I doing it wrong or are they there just not to be seen?
#newweapon 849
#name "The most awesome weapon ever(?)"
#dmg 27
#nratt 4
#att 0
#def 1
#len 9
#twohand
#sound 8
#magic
#bonus
#secondary effect 222
#secondary effect 246
#secondary effect 37
#secondaryeffectalways 409
#end
Also could nbr of attacks limit the times a unit strikes if the unit were to have more Aps? Will search the manual for an answear.
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September 6th, 2008, 03:33 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Modding: Effects?
Quote:
Originally Posted by Attle
Also could nbr of attacks limit the times a unit strikes if the unit were to have more Aps? Will search the manual for an answear.
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What are you asking here? A unit's AP determine how far it can move. Attacking uses up all of the AP, but the unit attacks with all weapons it possesses. If a weapon has a number of attacks greater than 1, the unit hits with that weapon as many times as it has attacks.
The only time a unit can attack (i.e. use all attacks) more than once per combat round is if it is affected by quickness. Quickness can be gained from spells, items, water blessing or the heroic quickness ability (which increases AP as a percentage of the original and every 100% increase allows one set of attacks and is also stackable with the spell quickness).
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