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-   -   Magic Item Modding (http://forum.shrapnelgames.com/showthread.php?t=38501)

Psientist July 12th, 2008 01:06 PM

Re: Magic Item Modding
 
Some notes...
I finally got some #nextspell mods working.

- If you combine #copyspell with #nextspell, things get a little quirky... I can't seem to overwrite all the #copyspell's original attributes, and I cannot cast the original spell #nextspell was called from unless I have already researched the spell #copypell copied...

- That warning in #nextspell about "overlapping areas of effect" looks like it should be rewritten that "spells without matching AOEs may not be compatible at all" (at least, I had trouble making them work, but I was also combining in #copyspells, so who knows WHAT was causing the exact problem)

- The good news is if you make spells from scratch, the #nextspell command seems to work quite well. You can chain together more than one spell with a #nextspell in it, so you can make superbuffs that you couldn't with bitmasking alone (or supermallei, etc.). I found it's best when making custom chains to:
  • declare the research path, school the same as the originating spell
  • declare the research LEVEL to be 10 (unresearchable) - you don't want anybody casting the intermediate chain spells without the originator spell
  • be sure to give the intermediate spells unique names and some minimum description (it crashed on me twice until I added descriptions!?!)., eg "superbuff part 1", "superbuff part 2", etc., keeping in mind they won't appear in the spell lists if you give them research level 10
  • I don't think fatiguelevel, flightsprite etc. of the intermediate spells are used.


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