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July 2nd, 2007, 04:47 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Spell Modding - Guide Rough Draft
Sombre -
Why are you doing the #copyspell stuff?
Are you using any of the copied attributes or ar you resetting them all?
Psientist -
Yes I noticed your comment, I'm still trying to figure out what is going on .
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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July 2nd, 2007, 08:30 PM
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BANNED USER
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Re: Spell Modding - Guide Rough Draft
I'm replacing some, not all, of the attributes. That's the difference between the three spells. When I've made spells from scratch I've had a harder time of it than when copying them and changing them. For example in Nurglitch 3, the graphical effects and the poison immunity effect are from the spell - I'm just increasing range, aoe, adding that it can only target friendlies. It's quicker and easier than making a new spell.
If I did make a new spell it would be much like Nurglitch 2, which has the problem of being castable over and over again on the same unit. I guess I could remove the copyspell from Nurglitch 2 and see what happens.
In the case of Nurglitch 1, I don't know how to get the poisonres + 50 effect outside of copying poison ward.
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July 7th, 2007, 03:12 PM
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Sergeant
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Join Date: Apr 2004
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Re: Spell Modding - Guide Rough Draft
Maybe this is obvious, but if you summon a unit with special abilities (create gems, domsummon, etc.) with #effect 10001, the effects are stripped. You have to summon the unit as a commander (#effect 10021) to retain those abilities.
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July 10th, 2007, 02:01 PM
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Sergeant
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Join Date: Apr 2004
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Re: Spell Modding - Guide Rough Draft
are all the globals hard-coded? (effect 10081)
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July 10th, 2007, 03:07 PM
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Major General
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Join Date: Feb 2005
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Re: Spell Modding - Guide Rough Draft
Yes.
I haven't done extensive testing to see what novel combinations of effect and enchantment # do. It's possible that you could utterdark for a single battle, for example.
Also, it has been reported that modded dome-spells do not work at all.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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July 10th, 2007, 03:54 PM
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Sergeant
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Join Date: Apr 2004
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Re: Spell Modding - Guide Rough Draft
that's mostly true (Dome spells)... and I think you are referring to my own posts earlier in this thread. I have experimented extensively with modding the domes since then, and have only been successful in changing the school/path/pathlevel etc., but not the effects.
I will play with the globals when I have time.
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July 10th, 2007, 03:56 PM
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Sergeant
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Join Date: Apr 2004
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Re: Spell Modding - Guide Rough Draft
Oh, also, found a consistent hard-crash bug. If you create ANY ritual with the Priest path, the game will crash if you "auto-cast" that ritual.
I suppose that should go under the bug list, but it will only come up with specialty mods so it would probably never get attention anyway. At least this way, modders will be warned.
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July 10th, 2007, 04:08 PM
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BANNED USER
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Re: Spell Modding - Guide Rough Draft
Auto cast?
Do you mean monthly cast? Does this apply only to rituals with holy magic as path 0?
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July 10th, 2007, 05:26 PM
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Sergeant
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Join Date: Apr 2004
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Re: Spell Modding - Guide Rough Draft
I do indeed mean "monthly cast", sorry for any confusion.
And only rituals with holy magic as path 8 (0 is fire).
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