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Spell modding errata
The effect for summoning monsters (non commander) whould be
#effect 1 or #effect 10001 and nothing else |
Re: Spell modding errata
unfortunatly, it doesn't seem to work that way.
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Re: Spell modding errata
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Re: Spell modding errata
Works fine for me, what do you do that doesn't work?
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Re: Spell modding errata
Seems to work for me as well:
#newspell #name "Summon Hoburgs" #descr "Cloud of smoke and they appear, masters of surpri-ise..." #school 0 #researchlevel 0 #path 0 6 #pathlevel 0 1 #effect 1 #nreff 10 #fatiguecost 99 #damage 483 #flightspr -1 #explspr 10143 #range 1 #sound 29 #end Unfortunately, the cloud of smoke isn't very good. If I change the AoE to 2( or more), every square with Hoburgs in it gets its own cloud, but the number of Hoburgs summons is also doubled (or more). EDIT: if you change #effect to 10001 and #fatigue to 100, you should get a summoning spell. I did. Works fine. |
Re: Spell modding errata
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Did you, perhaps, mean that e.g. 3 (1+2) doesn't summon units? |
Re: Spell modding errata
Yup, 3 does not summon units.
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Re: Spell modding errata
That's the confusion, the updated modding manual says 2 is the #effect for damage spells and 3 for noncommander summons. It is just an error in the documentation.
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