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 Re: Modding tips and tricks if a make a creature with: #copystats 1389 the monster who lose 10% of it's hp any month outside his home #noheal #magicbeing will i get a monster who lose 1 hp each month outside his home but will be healed to 100% inside a lab? | 
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 Re: Modding tips and tricks I believe so, yes. | 
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 Re: Modding tips and tricks Is it possible to create a monster that kills undead in the province he is in like the site do? | 
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 Re: Modding tips and tricks Nope. | 
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 Re: Modding tips and tricks Quote: 
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 Re: Modding tips and tricks I think there is a bug: in order to obtain a monster with "dies away from home", you have to use #selectmonster and #makemonster5 using it's name, not his number 1389-->it doesn't work "blood lord"--> it works | 
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 Re: Modding tips and tricks #newspell #name "The Burning Trail2" #descr "The Burning Trail2" #school -1 #researchlevel 0 #path 0 0 #path 1 5 #pathlevel 0 3 #pathlevel 1 3 #effect 10001 #damage 2102 #nreff 8 #end #newspell #name "The Burning Trail" #descr "The mage travels to the infernal planes and follows the burning trails to find and submit a flock of Nightmares. Once done, he summons a group of wights to mount some of the Mares." #school 0 #researchlevel 7 #path 0 0 #path 1 5 #pathlevel 0 3 #pathlevel 1 3 #effect 10001 #fatiguecost 3200 #damage 2101 #nreff 4 #nextspell "The Burning Trail2" #end why doesnt this spell work ? it only creates the initial 4 units, but not the nextspell ones. | 
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 Re: Modding tips and tricks Doesn't nextspell work only for already existing spells? | 
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 Re: Modding tips and tricks Weird. Apparently the spell does work as intended, summoning 12 units, 4+8. Whats funny is that the spells description only shows number of effects 4. Apparently subspells effects are calculated beforehand. | 
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 Re: Modding tips and tricks How do I script a ritual that will summon a random commander from a list? Do I just add more #damage commands for each different commander I want to be included in the random list? Is there a specific #effect command? TNX. | 
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