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Re: questions about modding a spell
I think #nextspells don't check for requirements. Even if they did, you could get the effect you describe more easily by adding 5000 to the #nreff value, surely?
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Re: questions about modding a spell
Quote:
#damage, #effect and #nreff values are checked - but if you made the primary spell a farsummon and the nextspell an independent farsummon, they don't happen at the same time, effect order is maintained. I don't know if #spec or #restriceted values are checked - haven't tested that possibility; it's likely they aren't. Quote:
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Re: questions about modding a spell
Okay i will try to stop asking these questions, but how exactly does this
" Even if they did, you could get the effect you describe more easily by adding 5000 to the #nreff value, surely? " to power up work ? |
Re: questions about modding a spell
"9.19 #nreff <nbr of effects>
Sets the number of effects for this spell. For summoning spells this determines how many creates are summoned. Add 1000 to this value to give more powerful casters more effects." Actually, you need to add 1000. I am not sure if higher thousands (ie 5000) give larger effect. |
Re: questions about modding a spell
perhaps the first number is the modifer. By using 1010, you would get 10 creatures and 1 more for each level you are higher. By using 5010, you would get 10 and 5 for each level you are higher.
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Re: questions about modding a spell
#15 is confirmed by me :p
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Re: questions about modding a spell
One thing to note though is that effects that scale with caster level don't work on #nextspells. I'm not even entirely sure if penetration bonuses from level or items count on #nextspell effects.
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Re: questions about modding a spell
Oh, thats a major bummer. Did anyone ever suggest to include scaling effects on nextspells to the developer ? Just now i had this really cool Call of the Wild add that calls 25 wolfs + 3 per level and nextspell 12 werewolves + 2 per level but apparently it will only add in stock wolfs now.
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