Conquest of Elysium 4

Conquest of Elysium 4

idolord 15 Feb, 2018 @ 4:24am
adding weapon to a monster via ritual
i'v tried adding a "weapon" (an attack realy) to a commander using a ritual but either than getting it upon using the ritual, it starts with it .... here what it looks like:

newweapon "Blood Burden" # 52 trgrank 9 # Any enemy range 6 init 4 dmgtype 14 # Charm mr # Can be resisted through a check against magic resistance an # Armor negating flymode 8 # Slow line flylook 149 flysound 29 # godlat.smp sound -1 # No sound on impact ## Prime lord # Prime Lord newmonster "Prime Lord" copystats "Necromancer's Apprentice" clearmove clearspec clearweapons hp 200 armor 2 mr 20 mor 100 str 20 meleeweapon 0 8 human unique 1 allitemslots randomitem 25 nametype 14 growtime 150 aimaxshop 1 aihold 1 rearpos rank -1 power 51 1 descr "The prime lord is a powerfull being. His tainted blood line grants him amazing power. In time, the prime lord might become a nospheratu." ## prime lord spells newritpow # 51 # sacrifice units newritual "sacrifice unit" level 1 cost 5 1 apcost 3 rebatefx25 1 rebatefx50 2 descr "The Prime lord uses his inherant magical charming ability to force ennemy to serve him." selectmonster "Prime Lord" prebatweapon 5 "Blood Burden" closewin

can someone point me at what i'm doing wrong also if my concept is at least realizable ...?
Last edited by idolord; 15 Feb, 2018 @ 4:27am
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Showing 1-6 of 6 comments
Marlin 15 Feb, 2018 @ 11:14am 
  1. The ritual definition(s) should come before the definition of the monster making use of it. And the way to access a user-defined ritual power is normally with the power number 0 (zero), which stands for the last defined ritual power – that is the last use of newritpow. (You could also access a user-defined power with -1 for the power that was defined right before the last one.)

    Each use of the command newritpow creates a new ritual power, but you don’t have much control over what its absolute number will be. So absolute power numbers make sense to use only for the ritual powers of the standard game, 1-47.

    In other words, don’t try to use a number such as 51. Instead the power command in the definition for your Prime Lord should be
    power 0 1
    And the monster definition should only come after the newritpow and ritual definition.

  2. Also, in your ritual definition at the end, you are mixing monster modding commands with the ritual commands. That won’t work. When the game encounters your selectmonster command, it will just see it as more monster modding, completely unrelated to the ritual definition. (Which is the reason the unit will have the weapon from the start.)

  3. I don’t think there is any way, in a ritual, to just add a "weapon"/attack type to an existing monster.

    Instead, what you can do, is to make two monster definitions with a mastery path between them, and make the ritual a mastery ritual with the command levelup.
    newritpow newritual "something" level 1 ... levelup 2 newmonster "Prime Lord" ... power 0 1 mastery 1 newmonster "Elevated Prime Lord" # or something copystats "Prime Lord" mastery 0 # clear mastery power 0 0 # clear power (unless you have more rituals for the power) prebatweapon 5 "Blood Burden"

(By the way, the ritual commands rebatefx25 and rebatefx50 work with the monster command rebate, only. In the standard game, the oracles of the Pale Ones have it, nobody else.)
Last edited by Marlin; 16 Feb, 2018 @ 12:08am
idolord 16 Feb, 2018 @ 8:25am 
thanks i figured the order thing myself and i managed to get th 51 working (dut it is based on my mod load order ... and i thouth granting power 0 1 = any other than vanila rituals and if i have many ...

by the way expanding on my weapon question as i understand there is no way to make spells per say ... so how using weapons can i acheive same results as learning spells via masery then how structuraly should i build said item ?
Marlin 18 Feb, 2018 @ 5:17pm 
Originally posted by WSG idolord:
thanks i figured the order thing myself and i managed to get th 51 working (dut it is based on my mod load order ... and i thouth granting power 0 1 = any other than vanila rituals and if i have many ...
Again, power 0 refers to the last defined ritual power, only – i.e. the one you started the last time you used newritpow in your mod. Nothing else. You can also use power -1 for the ritual power created right before the last one. Or (as I now checked in a test mod of mine), you can use power -2 to refer to the ritual power before that one.

So I believe you can define any number of ritual powers in your mod, each started by a newritpow, and then let a monster use all of them as follows:
newritpow ... newritpow ... newritpow ... newmonster "Jack of all trades Ritualist" power 0 1 power -1 1 power -2 1
and so on.

You can also, of course, always add new stuff to an earlier defined monster by using selectmonster, so another way of doing the same thing would be:
newritpow ... newmonster "Jack of all trades Ritualist" power 0 1 newritpow ... selectmonster "Jack of all trades Ritualist" power 0 1 newritpow ... selectmonster "Jack of all trades Ritualist" power 0 1

If you happened to get the absolute power number 51 to work, then it was just – as you say – because of how your particular setup of mods happens to load on your computer. On somebody else’s computer – or if you add or remove some mod on your own, or if the developers add some new ritual power in a patch – your mod will break.
________________________________________

Originally posted by WSG idolord:
by the way expanding on my weapon question as i understand there is no way to make spells per say ... so how using weapons can i acheive same results as learning spells via masery then how structuraly should i build said item ?
I am not sure I understand what you are asking here. In my post above, I showed how you can "add a weapon" to a monster via a mastery ritual (with a levelup command), right? Is something about that unclear? Is it not good enough for your purposes? What else is it that you want to do?

Rituals can add new spells to a monster (without any mastery), via the ritual commands newspell1, newspell2 and newspell3. But that’s not what you want or are asking about, is it?
Last edited by Marlin; 18 Feb, 2018 @ 5:37pm
idolord 19 Feb, 2018 @ 3:42am 
so using 0, -1, -2 ... can help me get around load order limitations ... handy thanks ! i based my work of AwfulCoE4ModsCore that uses statick ritpow with specific "modprio" ...

adding weapon to a monster on mastery is ok no problem witht that i guess what i whant is just not doable a weapon that choose randomly another weapon in a set to get kinda the same result as spells...
Xelos 19 Feb, 2018 @ 8:45am 
Originally posted by WSG idolord (coding...):
adding weapon to a monster on mastery is ok no problem witht that i guess what i whant is just not doable a weapon that choose randomly another weapon in a set to get kinda the same result as spells...

What you want (I think) is to be able to create new spellweapon groups, but that is not possible.
Last edited by Xelos; 19 Feb, 2018 @ 8:45am
Marlin 19 Feb, 2018 @ 9:53am 
Originally posted by WSG idolord (coding...):
so using 0, -1, -2 ... can help me get around load order limitations ... handy thanks ! i based my work of AwfulCoE4ModsCore that uses statick ritpow with specific "modprio" ...
Ah, I see now. (I must admit I haven’t played with any of the mods in that package myself, since what they do seems to go against the chaos and wildness I like about the game.)

Yes, monsters and rituals come in the wrong order in the AwfulCoE4ModsCore mod too. The modprio 1 may prevent most problems. Maybe. (Until someone else uses modprio 1 on his mod too, or the developers add a new ritual power to the standard game.)

How to properly call upon user-made ritual powers isn’t at all well documented, so it isn’t very surprising that modders are making this mistake, I guess.

Originally posted by WSG idolord (coding...):
adding weapon to a monster on mastery is ok no problem witht that i guess what i whant is just not doable a weapon that choose randomly another weapon in a set to get kinda the same result as spells...
Any effect that a spell can cause could be caused by an ordinary weapon attack too. But the schools (or paths) of magic – collections of spells from which random ones are selected – those are, like Xelos is saying, simply not moddable. And I know of no way to emulate them.
Last edited by Marlin; 19 Feb, 2018 @ 2:28pm
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