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July 15th, 2008, 02:54 PM
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Re: Modding shortlist
Quote:
Xietor said:
"but weapons and armor DO NOT have special abilities and CANNOT give them. ITEMS are what you are looking at. If ever there was a modding FAQ question, this one is it."
This is just semantics. Weapons do have special abilities, whether it is through a mechanism called 2ndary effects or whatever, it amounts to the same thing.
So shields could also have special effects, whether we want to make it through some mechanism or not does not really matter.
The only thing that matters is my hero has a sword that pierces armor, or a shield that entangles. The hoops i have to jump through to make it so are basically not known by 99 percent of the player base that does not mod.
All they know or care about is what their sword or shield does when they hit someone with it.
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Look, I'm not going to say this again: Learn your goddamn modding mechanics. Weapon special effects such as small area fire are weapon secondaryeffects, as has been the case since forever. Weapons still do not grant fire resistance, darkvision, quickness, bloodvengeance or anything else beyond what is moddable for the weapon object. That is not going to change.
Armor works in exactly the same way, except it does not have ANY secondaryeffects at all. No entangle, no fireshield, nothing at all. So that would require more new mechanics to be coded into the game, and every bleeding single one of these is doable by modding the MONSTER to give it those special resistances, inherent fire shield etc. There just does not happen to be an entangleshield mechanic available for creatures, though I'm not certain whether one could be added.
ITEMS can grant resistance etc etc and have all kinds of effects active on them (witness the ITEM charcoal shield, vine shield etc) and all sorts of things are already on the ITEM modding shortlist. If they happen there, great. If not, we're out of luck.
Now do you understand the differences and why they are NOT just semantics? Unlocking existing stuff is far, far easier than coding in new mechanics from scratch, new mechanics that are liable to break something else in the process, I might add.
A far easier solution is for me to add the subject matter of this post into the new modding guide in the weapons and armor section as well as some more explanatory stuff to the item modding section.
There is also the non-trivial problem that even if this new mechanic of merging item modding to weapons and armor were even remotely feasible, what about all the magic weapons and armor already in the armor and weapons lists? Should KO and JK go back and retroactively change all of those to match the new mechanics? Do you have any idea just how much of a headache making everything backward compatible would be?
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July 15th, 2008, 03:16 PM
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Lieutenant General
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Re: Modding shortlist
Edi,
I have no idea how hard anything is to code. In fact I have never written a program in my life. And that is why it is a mod request or wish. If it cannot be easily implemented, then it cannot be.
/peace.
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July 15th, 2008, 05:45 PM
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General
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Re: Modding shortlist
Quote:
Edi said:
NTJedi: I'll ask The deathmatch is IIRC something the devs consider a fun feature and if that is the case, getting that command is unlikely.
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The death match is a fun feature for games without AI opponents. Once an experienced gamer watches many AI pretenders killing each other every game it becomes a sad feature.
Thanks for checking into getting this added.
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July 19th, 2008, 02:31 PM
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Re: Modding shortlist
#onebattlespell presently works not only for battle spells but for summoning spells, but when a summoning spell is used, it casts the spell over and over for the duration of the battle. At least it does for "Summon Spectral infantry"
If this is something easily coded, it would be nice to expand #onebattlespell to summoning spells(as it seems to have been done maybe inadvertently), but limit it to a single cast.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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July 19th, 2008, 06:45 PM
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National Security Advisor
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Re: Modding shortlist
Quote:
Xietor said:
#onebattlespell presently works not only for battle spells but for summoning spells, but when a summoning spell is used, it casts the spell over and over for the duration of the battle. At least it does for "Summon Spectral infantry"
If this is something easily coded, it would be nice to expand #onebattlespell to summoning spells(as it seems to have been done maybe inadvertently), but limit it to a single cast.
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You used a ritual spells, i.e. non-battle spell. Using a combat summon would fix it, but it'd have to be custom one for Spectral Infantry.
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July 19th, 2008, 07:01 PM
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Re: Modding shortlist
I have used the spell successfully for combat spells. What i was trying to do was add a bit of diversity to it if it was easy to do. One of my heroes casts "living fire" just fine.
However, I did not want a mod with many authors contributing to it modding a bunch of spells as there would be a risk of conflict. So I was trying to find a way to get a great eagle summoned in combat without modding a spell to do it.
May not be possible.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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July 19th, 2008, 07:39 PM
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Major General
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Re: Modding shortlist
Quote:
Xietor said:
#onebattlespell presently works not only for battle spells but for summoning spells, but when a summoning spell is used, it casts the spell over and over for the duration of the battle. At least it does for "Summon Spectral infantry"
If this is something easily coded, it would be nice to expand #onebattlespell to summoning spells(as it seems to have been done maybe inadvertently), but limit it to a single cast.
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You've created a situation where the caster can spam the spell repeatedly. If you only want him to do it once a battle, up the fatigue cost on the custom spell. He will cast it the first time and suffer no fatigue, but he will not cast it beyond that because he is not able to pay the cost.
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July 19th, 2008, 08:34 PM
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Re: Modding shortlist
Actually the caster is not casting the spell. it auto casts the entire battle. The caster is casting other spells.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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July 19th, 2008, 08:54 PM
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Re: Modding shortlist
That's really weird. Can you post the scripting for the spell? Because my guy would spam the #onebattlespell summon before I made the change. Then after I made the change, he would autocast it to begin with, then cast other things.
Maybe this is some type of new bug introduced in the last patch, because I have not touched modding since I was hearing reports that modded magic paths were messed up.
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July 19th, 2008, 09:32 PM
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BANNED USER
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Re: Modding shortlist
I've never seen a unit actually /casting/ the #onebattlespell. I've only seen it go off automatically. How did you get him to cast it?
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