View Single Post
  #6  
Old December 16th, 2008, 01:33 PM
SlipperyJim's Avatar

SlipperyJim SlipperyJim is offline
Sergeant
 
Join Date: Feb 2007
Location: Northern VA, USA
Posts: 321
Thanks: 51
Thanked 28 Times in 20 Posts
SlipperyJim is on a distinguished road
Default Re: Newbie seeking advice

Quote:
Originally Posted by rdonj
As far as the spell portion of your clam factory summon I can't really help you there, I haven't touched spell modding yet.
Summoning spells are actually rather easy. I'll take a shot at providing something....
Code:
#newspell
#name "Construct Clam Master"
#descr "The mage constructs a magical flying clam that produces Astral pearls."
#school 3
#researchlevel 6
#path 0 2
#pathlevel 0 3
#path 1 6
#pathlevel 1 1
#fatiguecost 6000
#effect 10001
#damage (unit number for the clam monster)
#spec 8388608
#nreff 1
#end
So if the Clam Master is unit #2947, then the damage should be 2947. By the way, the #spec is to allow the ritual to be cast underwater. If you're going to make the clams amphibious, then it makes sense that you should be able to construct them in an underwater lab.

For some reason, I'm imagining a giant clam with cartoon-style wings. "Look, kids! It's Clammy, the magical flying clam who brings chowder to all good little children!"

You know ... you could combine your requested features to make a flying clam monster that produced pearls and food!
__________________
More Trollz mod for Dom3
Reply With Quote