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Undocumented Spell #Effect List Update 2
Increased and fixed effects list for #10
I am going through every possible number and recording my findings over the next week or so. All tests had the following as constants unless otherwise noted #damage 255 #aoe 20 #nref 1 #range 500 #precision 50 #fatigue 0 Effect #1 Summons normal units #EFFECT 10 set damage at a number and get a different effect set if you add the numbers together and use that number, it grants all those effects. (note, remember if it accidently hits an enemy they get the ability too) @1 blessing without sacredness @2 lucky @4 4 precision @8 air shield 80 @16 bark skin effect protection becomes 10 or 1 whichever is better and susceptible to fire 25% @32 regeneration 5% @64 not sure @256 Gone Berserk 0 @512 nothing seemed to happen, requires further testing @1024 fire resistance 50% @2048 shock resistance 50% @8192 won't cast the spell @16384 Heat 3 @32768 2 divine morale bonus @65536 stone skin effect where it gains susceptibility to cold @131072 flight @262144 3 quickness to attack and defense and doubles action points @524288 weapon of sharpness @1048576 Astral weapon @2097152 nothing seemed to happen, requires further testing @4194304 nothing seemed to happen, requires further testing @8388608 won't cast @16777216 poison resistance 50 @33554432 won't cast @67108864 4 magic bonus to magic resistance @134217728 makes the unit ethereal @268435456 susceptibility to shock and increased prot to 20 @536870912 weird. casts it on my guys then the enemies with no effect @1073741824 weird. casts it on my guys then the enemies with no effect @2147483648 doesn't cast @4294967296 doesn't cast @8589934592 doesn't cast. assuming end of srting #Effect 15 This one teleports your units home. #Effect 17 Increases morale of your units. Seems to do more the higher the damage. #Effect 20 This does a Blink effect targeting your units. If you set it to aoe it will randomly disperse your units around the field. #Effect 21 summons units Effect 23 Much like effect 10 but seems to have a different set. @damage 255 cause fear +0, susceptible to poison 100, trample, twist fate, moss body, raises prot to 25 or +3 @25 fear +0, twist fate, moss body @5 as @25 @30 fear +0, susceptible to poison 100%, moss body @31 fear +0, susceptible to poison 100%, twist fate, moss body @32 spell is cast nothing seems to have happened @33 twist fate @34 susceptible to poison 100% prot becomes 25 @35 susceptible to poison 100% prot becomes 25, twist fate #Effect 24 This one seems to deal damage without much else happening. I didn't bother seeing if it did anything special at lower damages that enemies could survive. #Effect 28 seems to be an enslave effect. It may determine ability to resist based on the damage rating. #Effect 29 Seems to be a clone of #Effect 28 but who knows #Effect 31 Seems to summon monsters near one of your units. The monsters attack whoever is closest. Damage number is most likely the unit number. I didn't bother to check. #Effect 43 As above but summons them on the sides of the battle field. #Effect 50 as above but next to commander who casts it #Effect 54 Transforms an enemy into another enemy type. With a high aoe it hits a whole unit. #Effect 66 Paralyzes enemies for a length of time. At damage 255 it paralyzed them for 120 rounds or so. Probaly changes length with damage #Effect 72 This one seems to kill enemy units outright. Sort of like #effect 15 but targeting the enemy. #Effect 73 It seems that it damages enemies with a high chance of an affliction being made. #Effect 81 battle field enchantment @damage 255 - ? @damage 25 firestorm @damage 5 soul drain #Effect 99 Damages enemies. Might do something else. #Effect 103 Seems to kill enemies without damaging them at all. #Effect 108 This one appears to be killing the enemies but if you check the battle report they are not actually dead. I am not sure what it is doing to them. #Effect 109 This is an odd one. Eve at damage 255 it only did 1 damage to a group of deer tribe warriors. it added no status effects. odd If you add 1000 to any of those it makes a cloud that lasts for 1 turn. if you add 2000 it lasts for 2 turns etc up to 9000. so a cloud that has #effect 20 will last 5 turns if its effect 5020. Enjoy, I will have more tomarrow. |
Re: Undocumented Spell Commands
Good work.
Hmmm I thought I had a list of spells in http://www.dom3minions.com/docs/ Its late for me now. I will post this to remind me in the morning to bleed a list out of the game internals for you to work off of. |
Re: Undocumented Spell Commands
You really do not have to. I am rather enjoying finding them all and letting people know. And I have read those docs. they don't give numbers and there are a lot of things. Just how effects 10 and 23 have many differnet effects based on the damage number.
Hoensly, given a week or two I can get all the effect numbers and given a week or two after that I can get all the variotions based on #damage for those that have them. Though if you want to contribute, go ahead. ;p IT will save other people having to wait for me to go thoruhg and find them all. |
Re: Undocumented Spell Commands
#effect 21 summons units in battle, and works with range. So your caster aims, shoots out a bolt of fire, and e.g. Slingers appear where it lands. I imagine it's not meant to be used with long range.
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An example testing mod
-This mod lets you test the effects of effect 10 by
-varying the damage, which behaves like a bitfield. #modname "Spell Modding Test" #version 1.00 #domversion 3.04 #newspell #name"Test Spell" #descr"This spell reveals the inner workings of magic." #school 0 #researchlevel 0 #path 0 7 #pathlevel 0 1 #aoe 0 #damage 1 #effect 10 #fatiguecost 5 #flightspr -1 #explspr -1 #nreff 1 #range 100 #precision 100 #sound 87 #spec 0 #end |
Re: An example testing mod
if you swap effect 10 with effect 23 you can find the bitmask for that one as well. Same with 81 which does battle field enchantments.
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Re: An example testing mod
Does the effects you are talking about have anything to do with this list that I found in the game?
http://www.dom3minions.com/docs/effects.txt If you count down the list (usually the first item is numbered zero) then does it match to what you are finding? If it does then I can quickly generate is as a numbered list, then you guys can add descriptions that would help modders. |
Re: An example testing mod
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Something tells me that your list is a list of the spells graphical effects (like #explspr), while her list is of the #effect kind :X |
Re: Undocumented Spell Effects List
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Re: An example testing mod
Not that there's anything wrong in knowing the graphic effects!
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Re: An example testing mod
No, not at all. This is the actual game effects. If you had read a bit more closely you would have noticed that. Though, graphical effects are nice to know too http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: An example testing mod
Well so far I cant seem to find any text in whats being done here that I can zero in on. Like when people wanted the games weapon list I used Sword of Sharpness, then scrolled up and down from there till I found the beginning and end of the weapons list. There are other lists there.
http://www.dom3minions.com/docs/ some of which look like I should update them. If anything like that pops up where I can help out then let me know. |
Re: An example testing mod
sure thing. so far for spells under #effect I haven't gotten anythign since 109 and I"m at effect 300. I wish I knew more about how it worked but I Think I may try every effect number up to 10000 to see what is there. So many strange effects for in battle. Then I shall go as high as I can to see al the ritual effects under #effect.
That site is nice but it does not have what I"m doing. |
Re: An example testing mod
To make life a little easier. Valid effect numbers in dom3 so far are 1 - 110 and 10000 - 10110.
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Re: An example testing mod
Thanks muchly. Although, I came to that conclusion this morning.
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Re: An example testing mod
Some discoveries:
#aoe seems to be a signed int. Setting it to (2^15)-1 (or 32767) causes your spell to effect the entire battlefield. Values of 2^15 or greater yield negative areas. For #effect 10, #damage 2^13 gives the Breath of Winter effect, +100 cold resistance and Chill 6 + water magic levels. The mystery bits for #damage at 2^[6,9,21,22,23,25,29,30,31] have among them Flaming Arrows, and an effect that causes the subject to become a Prophet! I ran a test on #effect 23 with a #damage value of (2^32)-1 (i.e. all bits 0 through 31 set) and got the following results: mirror image, regeneration, fear, trample, mistform, charge body, fire shield, astral shield, twist fate, mossbody, ritual of returning, inner sun, twiceborn, dragon master, hell power, unholy power, reinvigoration, invulnerability, soul vortex, +4 fire, +3 air, +4 water, +4 earth, +3 astral, +3 death, +4 nature, and +3 blood. It looks like #effect 23 is used to make some of the rituals work, as well as all the various path boosting effects (+1 to all from Light of the Northern Star, +2 to all from Hellpower, and various +1s from individual path boosters). This makes me suspect that the regeneration is tied to the +1 nature effect. Notable effects that still haven't been discovered are Communion Master, Communion Slave, Haste, Friendly Currents, Berserkers, the 100% resists, Legions of Steel, and Blood Vengeance. It also isn't clear where all the negative spells like Curse and Horror Mark are found. I did some tests on #spec also. The spell modding section of the modding manual gives the values for bits 6, 7, 12, and 23 ("armor piercing", "armor negating", "magic resistance negates", and "can be cast underwater" respectively), only two other bits caused changes in the spell description. Bit 24 yields "magic resistance negates easily" and bit 29 is another "magic resistance negates". I assume that bit 29 is the magic resistance roll at -4, although being certain of that would take more testing. I'm guessing #spec has all sorts of possible restrictions like doesn't effect lifeless, effects undead, effects demons, effects national troops, is an [insert element] effect, is a mundane effect, can be dodged, cannot be cast on land, and others. I think this field will be extremely tedious to test, maybe we could get some more revelations from on high as to what the various bits are for. |
Re: An example testing mod
In number of effects, AoE etc, 1000 means +1 per level higher than minimum, and in range, 5000 means +5 per level higher than minimum. I think it's possible to scale make some spells scale more than other by using 7000 instead of 1000 etc.
#spec 0 is magic resistance doesn't negate. #spec 16777216 (2^24) is magic resistance negates easily. 4096 is the common "magic resistance negates". 2^29 could be one of the effect that have "magic resistance negates", but also another effect even if the spell IS resisted... Petrify comes to mind. |
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