.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old February 5th, 2007, 07:49 PM
Psientist's Avatar

Psientist Psientist is offline
Sergeant
 
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
Psientist is on a distinguished road
Default Spell/Weapon Modding Hacks

I don't know *why* they work, but the following spells will work when assigned to a monster in a mod using the "#weapon" attribute(s). I found them through random experimentation. They appear to be case-insensitive, and not all work quite as expected.
  • eyeloss
  • banish to inferno
  • false fetters
  • enslave mind (effect equals death, not enslave)
  • paralyze
  • astral fetters
  • killing light
  • weakness

The following spells/ effects DO NOT work as a weapon:
  • Fanatacism
  • Hellbind Heart
  • Frozen Heart
  • Confusion
  • Numbness
  • Charm
  • Seeking Arrow
  • Beckoning
  • Freezing Touch

Frustratingly, I got "Enslave Mind" to work (and work correctly) in some combination on my first try, but lost it, and haven't been able to come up with the right combination or weapon name to make it work since. Frustrating, because the Pretender mod I'm working on could *really* use an inherent charm ability.
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:25 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.