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  #1  
Old December 9th, 2006, 01:11 PM
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Default Spell modding errata

The effect for summoning monsters (non commander) whould be

#effect 1
or
#effect 10001

and nothing else
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  #2  
Old December 9th, 2006, 07:35 PM

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Default Re: Spell modding errata

unfortunatly, it doesn't seem to work that way.
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Old December 9th, 2006, 08:46 PM
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Default Re: Spell modding errata

Quote:
SoaviFox said:
unfortunatly, it doesn't seem to work that way.
Maybe it will be fixed in the next patch.
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Old December 10th, 2006, 05:32 AM
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Default Re: Spell modding errata

Works fine for me, what do you do that doesn't work?
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Old December 10th, 2006, 12:51 PM
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Default 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.
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Old December 10th, 2006, 02:57 PM
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Default Re: Spell modding errata

Quote:
Johan K said:
The effect for summoning monsters (non commander) whould be

#effect 1
or
#effect 10001

and nothing else
Actually, there are other numbers that also summon non-commanders. 21, 31, 43 and 50 also summon units.

Did you, perhaps, mean that e.g. 3 (1+2) doesn't summon units?
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Old December 10th, 2006, 06:16 PM
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Default Re: Spell modding errata

Yup, 3 does not summon units.
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Old December 11th, 2006, 04:05 AM

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Default 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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