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  #1  
Old August 17th, 2007, 12:53 AM

Maraxus Maraxus is offline
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Default Maraxus\' Modding questions

Hi. I know the spell modding is still quite limited, but could it be possible, to create a ritual, that:
-either effects all units in the world,
-or even better, triggers an effect at the start of every battle?
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  #2  
Old August 17th, 2007, 01:21 PM

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Default Re: Modding question (Rituals effecting units)

Uh, effect 10081 is damn interesting. I've checked some damage values that are not normally used.

Damage:
11: Every combat, every turn, every unit has a chance of being damaged. All units loose their armor in the first battle.
12: Every combat, every turn, there is a battlefield-wide fear effect.
13: First round every unit able to go berserk does so (nice!)

Edith sais: Ah, these are the 81er effects ritualised.

Edit3: Ah, I just checked "growing fury. Interesting. Me likes!
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  #3  
Old August 17th, 2007, 02:13 PM
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DrPraetorious DrPraetorious is offline
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Default Re: Modding question (Rituals effecting units)

Maraxus - do you mind if I incorporate those results into my spell modding guide?

Anyway, if you go to that thread, there's a list of all the enchantment codes, some of which do damage.

There is not, AFAIK, any code to generate a user-designated effect at the start of each battle. I requested such a system in the modders wishlist, but the odds of it being implemented are somewhat remote.
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Old August 17th, 2007, 02:31 PM

Maraxus Maraxus is offline
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Default Re: Modding question (Rituals effecting units)

Well, it's just, that I found out "Hey, you can make 10081ers out of 81ers".

Spell-modding is really tough. Now, that I have found this really nice 10081+13, I'd like to aply the effect to all units, normally it's just friendly units.
I guess, the #spec command could work but I can't find out, how.
I've tired 262144, which should be "only vs hostiles" (plan would be to give it 2 effects, one for the hostiles, one for the friends to make it effect everybody) but it seams not to work.
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Old August 17th, 2007, 09:53 PM

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Default Re: Modding question (Rituals effecting units)

Okay, aaaand another one:

Spells have those "Secondary effects". Like a summoned commander with his guys and Vine arrow also entangling after damage.

...How does one mod this?
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  #6  
Old August 17th, 2007, 11:02 PM

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Default Re: Modding question (Rituals effecting units)

You can't, it's a big limitation.

Actually you might be able to do the entangling bit.
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Old August 21st, 2007, 08:07 PM

Maraxus Maraxus is offline
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Default Next one...

The modding manual sais, you can use the numbers 67 to 79 to create new nations without overwriting existing ones.

I have now tried 67 and 68 and in both cases I seam to start from other nations:
This is, when using 67 I start as Ryleth...something.
#clearnation, #clearrec and #clearsites
fixes most of this, but the nations still has Ryleth national Pretender (at least the Amphebean one) and more problematic, Ryleth national spells.
Am I doing something wrong, or is it just, that I need to find a "blank nation" in 67-79 that has no national spells?
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Old August 21st, 2007, 09:40 PM
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Default Re: Modding question (Rituals effecting units)

Quote:
DrPraetorious said:
Maraxus - do you mind if I incorporate those results into my spell modding guide?

Where can we find the spell modding guide and other useful modding guides?
I've been working on a new nation for several months and looking to improve the final results by learning a few skills from the experts.
Thanks!
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Old August 21st, 2007, 11:27 PM

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Default Re: Next one...

You should use nation slots 70-79 really, because Lanka and Eriu and Tuatha are taking up some slots now.
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  #10  
Old August 22nd, 2007, 02:25 AM

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Default Re: Next one...

actually, can you ritualise any effect number? Ie, could you ritualise for example howl? That could be VERY weird.
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