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-   -   Utility: Spell Modding Returns (http://forum.shrapnelgames.com/showthread.php?t=45780)

DrPraetorious June 14th, 2010 07:19 AM

Re: Spell Modding Returns
 
Quote:

Originally Posted by Burnsaber (Post 748800)
Quote:

Originally Posted by DrPraetorious (Post 748770)

16384 - this is used by *lots* of spells. No idea what it does.

I have reported this to you, twice! Once in the former spell DB thread and once in IrC!

I have tested it, and it is the tag for "always hit if hits square with troops, ignore shields", like the lightning spells.

Whoah, you're right - totally alzheimered that.

Spreadsheet is updated, will be correct in the next version.

kianduatha June 29th, 2010 10:46 PM

Re: Spell Modding Returns
 
I just wanted to chime in and say this is awesome.

So if I understand correctly there is no way to create persistent versions of buff spells that aren't already persistent?

Wrana June 30th, 2010 12:52 PM

Re: Spell Modding Returns
 
Why, iirc, DrPraetorious says that there is a tag for this...
What is sadly impossible is to make buffs in combinations not already present in the game.

DrPraetorious July 3rd, 2010 03:40 PM

Re: Spell Modding Returns
 
Meh?

Kiandutha - I believe you have it correct, yes. So a ritual that casts "stoneskin" won't give you permanent stoneskin, for example.

Wrana - meh? You can mix and match whatever bitmasks you want, chain spells together... but most of the existing buffs are coded as a single effect.


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