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  #11  
Old December 8th, 2006, 04:18 PM

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Default 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
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  #12  
Old December 8th, 2006, 04:26 PM
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Default 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.
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  #13  
Old December 8th, 2006, 05:39 PM

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Default 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.
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  #14  
Old December 9th, 2006, 01:14 PM
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Default 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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  #15  
Old December 9th, 2006, 01:17 PM

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Default Re: An example testing mod

Thanks muchly. Although, I came to that conclusion this morning.
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  #16  
Old December 9th, 2006, 11:55 PM

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Default 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.
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  #17  
Old December 10th, 2006, 02:08 PM
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Default 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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