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				October 9th, 2007, 10:45 PM
			
			
			
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				 Re: Code diving 
  And here, god help us, is the new spell dump. The zip file contains my best guess about how to interpret the various fields.
 Edi - this really should be part of the database. Let me know what you need in order to interpret it.
 
 Updates:
 I have added the new effect (Internal Alchemy) and the new enchantment (Dance of the Morrigans) from the 310 spells.
 
 I have cleaned up the #spec field notes slightly, including figuring out that the extra-field in lightning makes the attack "grounded" - it always hit something in the target square.
 
				__________________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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			| The Following User Says Thank You to DrPraetorious For This Useful Post: |  |  |  
	
		
	
	
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				October 10th, 2007, 12:43 AM
			
			
			
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				 Re: Code diving 
 The following sites do cool stuff (so not just money, labs, gems, etc.)
 
 Site 566, the Temple of the Solar Bull
 Fire 2, Rarity 2, any regular land
 2 Fire Gems, commander Heliodramus
 
 Site 567, Temple of the Sacred River
 Water 2, Rarity 2, any regular land
 1 Water Gem, 1 Death Gem, commanders Renata and Renatus
 
 Site 568, Telesterion
 Nature 2, Rarity 2, Forest
 1 Nature Gem, 1 Earth Gem, commanders Mystes and Epoptes
 
 Site 569, Grove of Revelry
 Nature 2, Rarity 2, Forest
 1 Nature Gem, commander Reveler
 
 Site 617, Valley of the Dead
 Death 1, Rarity 2, Plains/Forest/Wasteland
 1 Death Gem, 1 Earth Gem, Enter to Summon Mummy
 
 Site 619, Carrion Thicket
 Death 1, Rarity 2, Forest
 1 Death Gem, 1 Nature Gem, Enter to Summon Carrion Beast (715)
 
 Site 633, Torture Tower
 Blood 1, Rarity 1, Farmlands
 Makes a simple hillfort, 3% horrormark
 
 Site 634, Bloodshade Glen
 Blood 2, Rarity 2, Unique (anywhere?)
 Blood Magic Bonus 20, Conjuration Bonus 15, 1 Blood Slave
 
 Site 635, The Slaughterhouse
 Blood 2, Rarity 2, Unique (anywhere?)
 Enter to summon Foul Spawn (460), Maenad (435) and Ghoul (198).
 
 Ew.
 
 Site 636, The Lodge
 Blood 2, Rarity 2, Unique (anywhere?)
 1 Blood Slave, Commanders Conjurer, Circle Master, Assassin
 
 Site 637, Pool of Unhealthy Rites
 Blood 2, Rarity 2, Any Land
 Alteration 20, 1 Water Gem, 1 Death Gem, 3% Disease
 
 Site 638, Bloodstone Mirror
 Blood 2, Rarity 2, Any Land
 Scrying, Thaum Bonus 20
 
 Site 639, Tower of the Devil's Bride
 Blood 1, Rarity 1, Unique/Any Land
 +5 Unrest/turn, Enter to summon a lousy imp
 
 Site 644, City of Dates
 Nature 2, Rarity 0, Wasteland Unique
 Makes 75 supplies, 50 gold, 1 water gem, 1 nature gem and a Motte-and-bailey*
 
 *I'm begining to suspect that I have the fort #s wrong here....
 
 Site 688, Nest of Bats
 Blood 2, Rarity 1, Cave
 1 Death Gem, Enter to summon Beast Bat
 
 Site 689, The Lesser Abyss
 Blood 2, Rarity 1, Cave Unique
 +40 Unrest, Enter to summon Fiend of Darkness
 
 Site 690, Splattermaid Gorge
 Blood 2, Rarity 2, Cave Unique
 1 Air Gem, Enter to summon Beast Bat
 
 Site 691, Kelp Sea
 Nature 2, Rarity 0, Shallows
 2 Nature Gem, 1 Water Gem, Enter to summon Sea Stag
 
 Site 692, Forest of Amber Kelp
 Nature 2, Rarity 2, Shallows Unique
 NFW Gem, Commander Air Elemental (572?)
 NOTE: I bet this is a typo because the amber clan units are 573-576.
 
 Site 693, Sentinent Current
 Water 2, Rarity 2, Shallows
 Conjuration 20, 1 WG
 NOTE: Mis-spelled? Should be "Sentient"?
 
 Site 694, The Darkness
 Water 2, Rarity 2, Deeps Unique
 Thaumaturgy 20, 1 WE Gem
 
 Site 695, The Gate in the Deep
 Water 2, Rarity 2, Deeps Unique
 Conjuration 20, 2 W Gem
 
 Site 696, The Basalt Forge
 Earth 2, Rarity 2, Deeps Unique
 Construction 20, 1 E Gem
 
 Site 697, Tomb of Seven Oracles
 Death 2, Rarity 3, Cave Unique
 Enter-to-summon Cavern Wight, 2D1E Gem
 
 Site 698, Infinite Cavern
 Earth 2, Rarity 3, Cave Unique
 Conjuration 20, 2 EG
 
 Site 700, The Umbral Conclave
 Death 2, Rarity 3, Cave Unique
 Conjuration 20, 3 DG
 
				__________________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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				October 10th, 2007, 02:23 AM
			
			
			
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				 Re: Code diving 
 Thanks, I'll get to work on those specials and terrain masks as soon as I get home. They should be in the DB by tonight. You are right about the air elemental being a bug, it should be Amber Clan Guard (573) and the site misspellings as well (Sentinent/Sentient and Chaft/Shaft). I've got those shortlisted in the beta forum, but having the level of detail from your code diving efforts is invaluable.
 I'll look at the spell issue, but if it gets added, it gets added in a separate document, because the current DB file is starting to get REALLY unwieldy and that's on my state-of-the-art-as-of-this-time-last-year system. The spell system has too much stuff and requires too many pages, so it must be separate.
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				October 10th, 2007, 09:22 AM
			
			
			
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				 Re: Code diving 
  I noticed another (minor, this time) mistake in the output file for the sites. It's been fixed.
 The accompanying text file has been slightly updated to include:
 
 effect 10111 (internal alchemy)
 enchantment #86 (dance of the morrigans)
 
				__________________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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				October 10th, 2007, 02:25 PM
			
			
			
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				 Re: Code diving 
 The sites output file attached to the explanation post still has some errors: Path column is actually site level column# and name column headers should be one column to the leftC column is a complete mysteryarg2 seems to have random offsets that cause shifting everything in it and the following argument columns one column to the right, probably due to the negative numbers that overflow to 65k+arg4 suffers from the same thingMystery column 1 & 2 are the column-shifted arguments
 All of that means that everything regarding what the sites do must be decoded based on what we already know of them. Fortunately, that's not a problem. I've got all the visible stuff on the sites already and I know the units, so I can use the remaining data to fill in all the rest of the blanks with the help of your decoding guide above. |  
	
		
	
	
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				October 10th, 2007, 02:38 PM
			
			
			
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				 Re: Code diving 
  Redownload the attachment, I think I fixed all that  
				__________________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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				October 10th, 2007, 02:45 PM
			
			
			
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				 Re: Code diving 
 Actually, you didn't. Doesn't matter, I can easily work with this since I've got most of the things down, the things I don't wil stick out like a sore thumb. |  
	
		
	
	
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				October 10th, 2007, 03:12 PM
			
			
			
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				 Re: Code diving 
 Aaaaand it's done! Sites have been fully updated with terrain masks, levels and specials! Thank you, DrPraetorious!   |  
	
		
	
	
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				October 10th, 2007, 04:27 PM
			
			
			
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				 Re: Code diving 
  I must've uploaded the wrong attachment or failed to overwrite it or something, but if it's not a problem it's not a problem.
 I'm perfectly happy to make the spell-list nice myself, but do not know how to do it. Can you suggest a tutorial on how to make dependent sheets and list lookups as is done in the main guidebook? It's a useful thing for me to know anyway.
 
				__________________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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				October 10th, 2007, 05:01 PM
			
			
			
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				 Re: Code diving 
 The spell list as such seems just fine, I can actually read most of it fairly well. In order to make the thing more readable, to create the kind of display pages the Dom3 DB has for units, you actually need to have the whole main page roughly as it is right now. Basically, that's your BaseS page.
 Then you need a separate page which lists Effects, which would be BaseE, a list of Powers, which would be BaseP and possibly also a list of Arguments, which would be BaseA, but that depends on whether the argument values are fixed. I know there are some effect lists lying around, which could help in this.
 
 Once you have all of that together, all you need for the display page is list the spell numbers in the ID column and everything else is retrieved from the Base tables by VLOOKUP functions. Some of those might even need to be conditional, but I don't think so, not in the same way they are in the unit DB. This project would be big enough that it'd need to be a separate document, so it could be called Dom3 Spell DB, I guess. If anyone can get me a half-decent list of the basic effects, just copying the id# and name columns from the BaseU, BaseW and BaseA tables of Dom3DB would give me enough to work with to get a rudimentary legible spell DB ready at a pretty short notice.
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