
December 16th, 2008, 08:04 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Newbie seeking advice
Quote:
Originally Posted by SlipperyJim
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.
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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!
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But you don't normally take your clammers into battle.
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