Modding Union
[en] - Modding Corner => General Modding Questions => Thema gestartet von: KingThranduil am 13. Apr 2013, 13:04
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How to replace in Edain Mod (3.8.1) spell books?
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In Imladris I added Gil-Galad. He is in SpellBook(Last Alliance).
I want to remove he from the SpellBook, but I don't know how to do it.
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In FinalBig you mau find the obhectcreationlist.inc
In this file search for Gil-Galad and if you find his code-lines then just comment it out with ";" like this:
; Object = Gil-Galad
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In obhectcreationlist.inc about Gil-Galad I found the following lines:
1) ObjectCreationList OCL_GilGaladAeglos
CreateObject
ObjectNames = GilGaladAeglosSchockwelle
Count = 1
Disposition = LIKE_EXISTING
End
2) CreateObject
ObjectNames = LothlorienGilGalad_Summoned
Count = 1
FadeIn = Yes
FadeTime = 2000
UseJustBuiltFlag = Yes
StartingBusyTime = 2000
IgnoreCommandPointLimit = Yes
End
End
3) ObjectCreationList GilgaladBombardSeed
CreateObject
ObjectNames = GilgaladRainBombardSeed
Count = CREATE_A_HERO_BOMBARD_COUNT_L3
SpreadFormation = Yes
MinDistanceAFormation = 10.0
MinDistanceBFormation = CREATE_A_HERO_BOMBARD_RADIUS_L3
MaxDistanceFormation = CREATE_A_HERO_BOMBARD_RADIUS_L3
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_GilgaladBombardProjectile
CreateObject
ObjectNames = GilgaladBombardProjectile
Disposition = RELATIVE_ANGLE USE_WATER_SURFACE ; same angle as parent.
DispositionAngle = 0
IssueMoveAfterCreation = No
IgnoreAllObjects = Yes ; Don't try and adjust position according to existing objects.
End
End
4) CreateObject
ObjectNames = LothlorienGilGalad_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 90 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 50 ; and this for distance from center
End
End
5) ObjectCreationList OCL_SpawnGilGalad
CreateObject
ObjectNames = LothlorienGilGalad
Count = 1
FadeIn = Yes
FadeTime = 4000
;IgnoreCommandPointLimit = No
Disposition = LIKE_EXISTING
DispositionAngle = 120 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 200 ; and this for distance from center
End
End
6) CreateObject
ObjectNames = ArnorGilGalad_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 270
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-30 Y:-60 Z:0
ForbiddenUpgrades = Upgrade_ImladrisFaction
RequiredUpgrades = Upgrade_ArnorFaction
End
CreateObject
ObjectNames = BruchtalGilGalad_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 270
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-30 Y:-60 Z:0
ForbiddenUpgrades = Upgrade_ArnorFaction
RequiredUpgrades = Upgrade_ImladrisFaction
End
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Number 1 and 3 are abillities of Gil-Galad.
Number 2,4,5 and 6 are all posible.
But because the spell is nearly the same for Imladris and Arnor, I believe it is 6 and the other ones are older versions.
So just change Nr. 6 to this. Just set the count of the Gil-Galads for Bruchtal to 0:
CreateObject
ObjectNames = ArnorGilGalad_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 270
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-30 Y:-60 Z:0
ForbiddenUpgrades = Upgrade_ImladrisFaction
RequiredUpgrades = Upgrade_ArnorFaction
End
CreateObject
ObjectNames = BruchtalGilGalad_Summone d
Count = 0
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 270
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-30 Y:-60 Z:0
ForbiddenUpgrades = Upgrade_ArnorFaction
RequiredUpgrades = Upgrade_ImladrisFaction
End
It would be also possible to delete the whole part for Imladris, but if you want to rechange it, it is better have the old codes still there.
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Remove?
CreateObject
ObjectNames = BruchtalGilGalad_Summone d
Count = 0
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 270
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-30 Y:-60 Z:0
ForbiddenUpgrades = Upgrade_ArnorFaction
RequiredUpgrades = Upgrade_ImladrisFaction
End
or replace these lines on ; Object = Gil-Galad
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I think setting the count to 0 is quite fine, but if you want, it you can remove the whole code, by commenting it out with ;
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I did as you said, but there was a problem:
(http://i5.pixs.ru/storage/4/0/9/Dwm2013041_2972233_7726409.jpg)
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This error hasn't to do anything with the codes above.
The error just states that you have twice the same name for a module, but this name has to be unique.
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I did what I wanted. Thanks for the help.
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I want to add in Rohan Aragorn, Legolas and Gimli, but they are in SpellBook. How do I change this ability to another? (I do not want to remove the time. I want to replace it with another)
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With which ability do you want to replace the Spell? That is the most important thing.
It would be easiest to just change the effect an summon something else instead.
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1) I want to replace with spell "Friends of the Old Forest"(Tom Bombadil and Goldberry).
2) possible instead them(Aragorn, Legolas and Gimli) do Gandalf for a while?
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1 and 2 are the same for coding.
The easiest way is, you look for the OCL of the Spell with Aragorn Legolas un Gimli:
ObjectCreationList OCL_SpawnBandderGefährten
CreateObject
ObjectNames = GondorAragornEntwicklung2_Summoned
Count = 1
FadeIn = Yes
FadeTime = 10000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 90 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 0 ; and this for distance from center
End
CreateObject
ObjectNames = LothlorienLegolas_SummonedGefährten
Count = 1
FadeIn = Yes
FadeTime = 10000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 90 ;SpawnAround uses this as the arc between guys
Offset = X:30 Y:-30 Z:0
End
CreateObject
ObjectNames = DwarvenGimli_SummonedGefährten
Count = 1
FadeIn = Yes
FadeTime = 10000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 90 ;SpawnAround uses this as the arc between guys
Offset = X:-30 Y:30 Z:0
End
End
And you replace everything, but the OCL name with the OCL of Tom Bombadil so you get:
ObjectCreationList OCL_SpawnBandderGefährten
CreateObject
ObjectNames = TomBombadil_Summoned
Count = 1
FadeIn = Yes
FadeTime = 4000
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
DispositionAngle = 120 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 200 ; and this for distance from center
End
CreateObject
ObjectNames = GasthausGoldbeere_Summoned
Count = 1
FadeIn = Yes
FadeTime = 4000
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
DispositionAngle = 120 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 200 ; and this for distance from center
Offset = X:20.0 Y:0.0 Z:0.0
End
End
And in addition you replace the Image and the Label in the Commandbutton:
CommandButton Command_SpellBookBandderGefährten
Command = SPELL_BOOK
SpecialPower = SpellBookBandderGefährten
ButtonImage = HSGoldbeereandBombadil
Options = NEED_TARGET_POS ; Huh, you can't have this flag and a radius cursor: CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:SummonTomBombadilundGoldbeere
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipSummonTomBombadilundGoldbeere
RadiusCursorType = DunedainAlliesRadiusCursor
CursorName = AttackObj
InvalidCursorName = GenericInvalid
End
CommandButton Command_PurchaseSpellBandderGefährten
Command = PURCHASE_SCIENCE
ButtonBorderType = UPGRADE
ButtonImage = HSGoldbeereandBombadil
Science = SCIENCE_DieDreiJäger
TextLabel = CONTROLBAR:SummonTomBombadilundGoldbeere
DescriptLabel = CONTROLBAR:TooltipSummonTomBombadilundGoldbeere
End
All in all you get the exactly the other spell, but the reload time stays the same.
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The OCL is in the data\ini\includes\objectcreationlist.inc
The Commandbuttons are in the data\ini\includes\commandbutton.inc
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Thanks you for help
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How to pour in Edain a new spell book from another mod? (Which operations are necessary, which programs)
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You need Final Big
You have to copy the Codes of the other mod and paste the Codes in Edain Mod.
For coding a new spell you need this files:
data\ini\science.ini
data\ini\object\system\system.ini
data\ini\specialpower.ini
data\ini\commandbutton.ini
data\ini\commandset.ini
maybe data\ini\fxlist.ini and data\ini\fxparticlesystem.ini, but only if there is a new fx.
If your spell is a modifier, you'll need the attributemodifier.ini or if your spell is ocl, you'll need the objectcreationlist.ini.
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Suladan on the fourth level builds Mumakil pen. How to replace this ability on the
healing from spellbook?
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In the science.ini you have to change the name of the spell, which you want to replace into the name you want.
Science SCIENCE_forKingThranduil
[...]
End
And you have to change other spells, which need your spell for beeing able to buy, the old name into you name you want.
For example:
Science SCIENCE_Anduril
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_Heal
SciencePurchasePointCost = 7 ;GOOD_RANK_2_COST
SciencePurchasePointCostMP = 7 ;10
IsGrantable = Yes
End
If you want to change the spell Heal you have to change by all other Spells, like Anduril in line "PrerequisiteSciences "SCIENCE_Heal" to for example "SCIENCE_ForKingThranduil" , but the thame name you have already chosen.
Then you look for a spell, which is alike your spell, you want to do. For example the LoneTowerSpell, which is a summon of a structure, too.
You have to look the alike spell in the files, I have already written and in the objectcreatiolinst.ini ,because you have a summon.
After that you can do your own spell, with new Commandbuttons.
At the end you have to change the Commandset of the Spellbook and there you replace the Commandbutton of the old spell with the new Commandbutton of your own spell.
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Thank you but I couldn't do it all.
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How to make so that Radagast was hired without a spell book?
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Change this button like this:
CommandButton Command_RadagastReviveSlot
Command = REVIVE
Options = CANCELABLE HIDE_WHILE_DISABLED ;Hides button while disabled.
TextLabel = CONTROLBAR:GenericReviveHero
;ButtonImage = ***Filled in automatically! No need to specify a button image.
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero
InPalantir = No
Radial = Yes
End
And King Thranduil.....plz try something for you own!
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Thank you!
plz try something for you own!
I'm writing here after I was unable to do or don't know how to do
You that it is hard to answer my questions?
If I knew how to do I didn't ask for help
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I can not find OCL_ of Elven Wood(SpellBook).
Help please.
(http://i5.pixs.ru/storage/6/3/1/123jpg_1991589_8430631.jpg)
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I changed the spell book of Lorien, in place riders of Mirkwood put Elven Forest. That's all I did in the Commandbutton.inc
But in ObjectCreationList not found OCL_ of Elven Forest.
Tell me what to do. where do I find OCL_ of Elven Forest.
I do not know the code name of OCL_ Elven Forest.
Help please!
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The Elven Forest is an old spell from RotW so the OCL is in the objectcreationlist.ini not inc.
The name is: OCL_ElvenWoodSeed
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Added repair in Rohan, but doesn't work. Help fix
CommandButton Command_PurchaseSpellBaumeisterRohan
Command = PURCHASE_SCIENCE
ButtonBorderType = UPGRADE
ButtonImage = SBGood_Baumeister
Science = SCIENCE_RebuildMenRohan
TextLabel = CONTROLBAR:BaumeisterRohan
DescriptLabel = CONTROLBAR:TooltipBaumeisterRohan
End
CommandButton Command_SpellBookBaumeisterRohan
Command = SPELL_BOOK
SpecialPower = SpellBookRebuildRohan
ButtonImage = SBGood_Baumeister
Options = NEED_TARGET_POS
TextLabel = CONTROLBAR:BaumeisterRohan
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipBaumeisterRohan
RadiusCursorType = WiederaufbauEdainRadiusCursor
InvalidCursorName = GenericInvalid
End
SpecialPower SpellBookRebuildRohan
Enum = SPECIAL_SPELL_BOOK_REBUILD
Flags = WATER_OK RESPECT_RECHARGE_TIME_DISCOUNT
ReloadTime = SPELL_RECHARGE_TIME_TIER_2
RadiusCursorRadius = SPELL_REBUILD_RADIUS_CURSOR
RequiredSciences = SCIENCE_RebuildMenRohan
InitiateAtLocationSound = SpellRebuild
End
Behavior = SpecialPowerModule SpellBookRebuild_ModuleTag2
SpecialPowerTemplate = SpellBookRebuildRohan
AttributeModifier = SpellBookBuildingHeal
AttributeModifierRange = 200
AttributeModifierAffects = ANY +STRUCTURE
TriggerFX = FX_Industry
UpdateModuleStartsAttack = No
AvailableAtStart = No
RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER
RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC
End
ModifierList SpellBookBuildingHeal
Category = SPELL
Modifier = AUTO_HEAL 50
Modifier = PRODUCTION 200% // Production increased 2x
Duration = 120000 // 2 min worth of modifiers
//ModelCondition = UPGRADE_ECONOMY_BONUS // UPGRADE_ECONOMY_BONUS is used in draw module to fire particle FX
End
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Science.ini?
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Science SCIENCE_RebuildMenRohan
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ROHAN
SciencePurchasePointCost = GOOD_RANK_1_COST
SciencePurchasePointCostMP = 5
IsGrantable = Yes
End
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The ability to buy, but does not repair buildings