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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #11  
Old June 14th, 2010, 07:19 AM
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DrPraetorious DrPraetorious is offline
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Default Re: Spell Modding Returns

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Originally Posted by Burnsaber View Post
Quote:
Originally Posted by DrPraetorious View Post

16384 - this is used by *lots* of spells. No idea what it does.
I have reported this to you, twice! Once in the former spell DB thread and once in IrC!

I have tested it, and it is the tag for "always hit if hits square with troops, ignore shields", like the lightning spells.
Whoah, you're right - totally alzheimered that.

Spreadsheet is updated, will be correct in the next version.
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  #12  
Old June 29th, 2010, 10:46 PM

kianduatha kianduatha is offline
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Default Re: Spell Modding Returns

I just wanted to chime in and say this is awesome.

So if I understand correctly there is no way to create persistent versions of buff spells that aren't already persistent?
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  #13  
Old June 30th, 2010, 12:52 PM
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Default Re: Spell Modding Returns

Why, iirc, DrPraetorious says that there is a tag for this...
What is sadly impossible is to make buffs in combinations not already present in the game.
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  #14  
Old July 3rd, 2010, 03:40 PM
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Default Re: Spell Modding Returns

Meh?

Kiandutha - I believe you have it correct, yes. So a ritual that casts "stoneskin" won't give you permanent stoneskin, for example.

Wrana - meh? You can mix and match whatever bitmasks you want, chain spells together... but most of the existing buffs are coded as a single effect.
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