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  #1  
Old March 2nd, 2007, 12:04 PM
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Default Spell Codes - First Draft Complete

( I have moved this thread into the Modding subforum, since I've got enough of an initial handle to start making mods with the info. )
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File Type: zip 500492-Spells2.zip (182.2 KB, 152 views)
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Old March 2nd, 2007, 12:52 PM
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Default Re: Code-diving for spells

I pulled this list out of the code.
http://www.dom3minions.com/docs/effects.txt
Im not sure how it applies to anything but Johans lists usually start at 1 or 0 and move sequentially. So if you figure out how this plugs in then it might be useful. I can quickly generate a new list numbered if you tell me how it starts. (this list isnt up to the latest patches which might be a good idea also)
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Old March 2nd, 2007, 01:48 PM
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Default Re: Code-diving for spells

Those are sprites of some kind, yeah?

Inner Sun has a flyspr listed as 55, which seems like an unlikely start point. If Inner Sun is 55, we'd expect acid rain to be 58 or 10058, but it isn't, it's 10180.

OTOH, the value 55 also shows up for Rejuvenate and Solar Brilliance - does anyone remember what graphics they have? We could also try experimenting with the "flyspr" mod command and see what graphics things end up with.

Anyway, I'll dig around some more in columns with interesting values for "inner sun" and see and see if I can figure it out.
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Old March 2nd, 2007, 01:57 PM
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Default Re: Code-diving for spells

If you can make a nice big table with byte/word entries for every spell, then we might guess what the values mean... it's like playing Sudoku, you have to look for similarities and regularities...

Maybe 22+23 is the real number/percentage of effects (some spells have increased effect depending on caster level...) and 20+21 only list the type of effect?
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Old March 2nd, 2007, 02:03 PM
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Default Re: Code-diving for spells

The following fields:
damage (if it is actually interpreted as damage)
range
no. of effects
area of effects

are interpreted thusly:
(val % 1000) + (path rating) * RD(value/1000).

Thus, 2005 = 5, plus 2 per point of magic skill.
4010 = 10, plus 4 per point of magic skill.
etc.

But I knew that already from my experience with spell modding.

The attachment includes the table with byte/word entries for every spell . So go ahead and download it.
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Old March 2nd, 2007, 02:11 PM
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Default Re: Code-diving for spells

*reads posts*
*is stunned by the power of the runes*
*backs slowly out of the thread*

It's all yours, guys. Much as stuff like this would make for a great addition to the DB, I'm not touching it with a 10-foot pole. It's be a worthwhile project, though.

Edi
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Old March 2nd, 2007, 03:52 PM
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Default Re: Code-diving for spells *DELETED*

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Old March 2nd, 2007, 05:30 PM
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Default Re: Code-diving for spells

I've figured out where the special power #s are stored. I should be able to churn out a complete guide fairly soon.

Edi - if I tell you what everything means can you add it to your spreadsheet?
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Old March 2nd, 2007, 07:09 PM
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Default Re: Code-diving for spells

In that case, yes.

But trying to actually do the figuring out... *shudder*

As long as you get the data figured out so that I don't have to bother myself with that part, I can organize it and add it to the DB. If you even take care of the organizing, so much the better.

Spell modding has got to be the most difficult part of modding Dom3, so tools like this would probably be like gifts from heaven to most modders.

Edi
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Old March 2nd, 2007, 07:22 PM
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Default Special Ability Codes *DELETED*

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