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  #1  
Old January 28th, 2008, 03:10 PM
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Default New modding commands of 3.14

EDIT: #onebattlespell is mentioned in the mod manual. I still left the appopriate discussion to the end of this post due to info it contains.

The following modding commands aren't mentioned in the manual, but they work:

#newitem, #descr, #weapon, #armor, #type, #name, #copyspr,

This syntax seems to work:

#newitem
Creates a new magic item and selects it for modding by the
following commands. End creating the magic item with the
#end command.

#copyspr <magic item nr>
Copies the sprite of the specified magic item to the current magic item.

#name "text"
Sets the name for the active magic item. Changing name of a
magic item will remove its description as well, so make sure to set name before description.

#descr "text"
A text description of the magic item.

#weapon "text" | <nr>
Defines what kind of a weapon, if any, the unit gets when it uses the item. Works on misc item, boots, shield, 2-h weapon, 1-h weapon. Does not work for helmets, armor.

#armor "text" | <nr>??
Defines what kind of armor, if any, the units gets when it uses the item. I didn't actually test this, so it might be limited to name only, just as #armor for units.

#type
Defines whether the item is 1-handed or 2-handed weapon, a shield, a helmet, a body armor, a pair of boots or a miscellanous item. Defaults to miscellanous.
Syntax:
1 1-handed weapon
2 2-handed weapon
3 not forgeable, can be wielded on two hands - probably a bug
4 shield
5 body armor
6 helmet
7 boots
8 misc


#nextspell
At least with #nextspell, to use custom spells you have to use the spell ID number. Because spell ID's can't be defined manually, the number a spesific spell is assigned changes depending on which mods you have enabled. The first new spell will be 829, the second 830 etc.

A mod which uses #nextspell won't work if any mod that adds a new spell was read before it. I think mods are read in alphabetical order, so mods that use one or both of the above should probably be named "aa_modname.dm". This allows them to work with other mods that add spells but don't use #nextspell. Also, if new spells are added in any future patch (and there's at least one more nation coming, MA Vanarus predecessor of Bogarus), the spell ID numbers will change.



Examples:

#newitem
#name "Bashing Stone"
#weapon "Boulder"
#copyspr 282
#descr "Stone with runes to throw it far"
#mainpath 4
#mainlevel 2
#end
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  #2  
Old January 28th, 2008, 03:40 PM

ryo_akashi ryo_akashi is offline
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Default Re: New modding commands of 3.14

I think the mod manual was updated. At least mine was...
For example,

7.94 #stormpower <bonus>
The monster will get stat increases during storms.

7.69 #onebattlespell ”<spell name>” | <spell nbr>
Monster will automatically cast this spell just before the
battle starts. There is no fatigue cost for this. This spell
cannot be a spell added by a mod, it must be an original
Dominions 3 spell. You can modify the spell used by
this command though.

9.18 #nextspell “<spell name>” | <spell nbr>
With this command the effect of another spell will also
take place when the effect of the main spell occurs. The
nextspell takes place on every area where the main spell
takes effect. So make sure the area of the second spell
isn’t greater than 1 or there will be overlaps.
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Old January 28th, 2008, 03:53 PM
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Default Re: New modding commands of 3.14

Thanks for that. I just saw in the patch release thread that Amos mentioned item modding commands still not appearing. It seems the last beta and the version released by Shrapnel have minor differences in the mod manuals.
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Old January 28th, 2008, 03:59 PM
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Default Re: New modding commands of 3.14

Also:

Despite what the mod manual says, #onebattlespell WILL work with custom spells. This should be avoided if possible, because it will create all kinds of problems with other mods and with future patches, as mentioned in the first post.
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Old January 28th, 2008, 04:38 PM
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Default Re: New modding commands of 3.14

Quote:
#newitem
#name "Bashing Stone"
#weapon "Boulder"
#copyspr 282
#descr "Stone with runes to throw it far"
#mainpath 4
#mainlevel 2
#end
Does that mean we can create a new weapon and then use it as a Magic Item?
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Old January 28th, 2008, 08:30 PM

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Default Re: New modding commands of 3.14

Is there a way to use custom sprites, or is it just limited to the pre-existing ones?
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Old January 29th, 2008, 02:37 AM
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Default Re: New modding commands of 3.14

Quote:
Endoperez said:
Also:

Despite what the mod manual says, #onebattlespell WILL work with custom spells. This should be avoided if possible, because it will create all kinds of problems with other mods and with future patches, as mentioned in the first post.
Good stuff, I wonder if we can assign multiple #onebattlespell to a commander, or will that make him explode or will it only recognize one of them
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Old January 29th, 2008, 03:57 AM
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Default Re: New modding commands of 3.14

I did a little testing with #onebattlespell. I think I have found a decent way to use it without it wrecking mods.

I chose a null spell number (87) and used #selectspell 87 to create the spell I wanted to use for #onebattlespell.

Instead of creating new spells, using selectspell should do the job nicely. If you cannot do a #selectspell 829 etc etc without a spell being created, you could create a mod that creates a bunch of blank spells (829 through whatever) then just use select spell for all your custom #onebattlespell needs. If you made say 300 dummy spells, then you could do a #selectspell 1000 (well out of the range new dev spells will be added I imagine)and use it for your new #onebattlespell.

Another important thing to remember about #onebattlespell is that it allows that caster to cast the spell as if it were researched. This means that a caster may potentially spam the spell you wanted cast one time.

The spell I wanted my commander to cast is a spell I did not want as a true national spell so I fixed this by setting the fatigue to 5000 and setting it to -1 for a school. The spell does not appear in the spell books and my commander casts it one time at the beginning of battle, just like I wanted .

I tested with 2 #onebattlespell on one commander. The mod loads fine but the commander will not cast either spell, so you can't assign a commander to put on a magic show at the beginning of a fight
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Old January 29th, 2008, 04:37 AM

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Default Re: New modding commands of 3.14

I haven't got my computer set up yet (I just arrived back in the UK and I've missed all this patch release commotion) but so far a couple of these mod commands look disappointing. I guess we'll see though, using techniques like the ones Foodstamp describes.
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  #10  
Old January 29th, 2008, 08:55 AM

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Default Re: New modding commands of 3.14

Damn @ storm power not working.

But FINALLY!!! patrol bonus!
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