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December 6th, 2006, 09:26 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Spelling Issues
The spell modding commands are somewhat weird. I've had a mage cast modded spell without spending gems (no effect as it required some), and then go on to cast another spell on the same round. This was probably due to me trying to use the same fight with the spell changed from what it was during the hosting.
Also, in at least one case, number of effects is related to the level of the casting mage. Living Clouds summons 4+ elementals, but if modded to require Air 3 instead of Air 4, the number of effects changes to 3+. It might've been done by making a summon with equivalent of #nreff 1000 , if all levels the casting mage has in the path are counted instead of just those above it.
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December 6th, 2006, 09:46 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Spelling Issues
Quote:
Endoperez said:
The spell modding commands are somewhat weird.
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Some of the mapedit commands also have weird results. The #fort command rarely gives the desired fort. The mapedit command which allows a nation to already start with a spell only works for the first turn. There's others as well.
I wish I had the time to be one of the beta testers so I could have caught this for them.
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December 6th, 2006, 10:33 PM
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Sergeant
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Join Date: Oct 2006
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Re: Spelling Issues
I half-suspect they don't actually read the bug reports...
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December 6th, 2006, 11:19 PM
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Sergeant
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Join Date: Oct 2006
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Re: Spelling Issues
UPDATE: Ritual spells work fine. The game just has something against combat summons, I guess...
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December 7th, 2006, 01:24 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Spelling Issues
I read all bug reports that are posted in the bug thread. I try to read all posts.
I solved why I didn't get my ritual spell working: I used #eff instead of #effect...
The command for summoning a creature might be wrong. It's 3 - an uneven number! If #effect list of effects is a bitmap, it can only have various powers of 2. 2^1, 2^2, 2^3 etc.
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December 7th, 2006, 01:46 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Spelling Issues
Here is a new, working spell:
#newspell
#name "Summon Slingers"
#descr "This spell summons a heroic Slinger"
#school 0
#researchlevel 1
#path 0 6
#pathlevel 0 1
#effect 10021
#nreff 1
#fatiguecost 100
#damage 50
#end
EDIT: because this does work, #effect numbers CAN be uneven.
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December 7th, 2006, 02:02 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Spelling Issues
Another spell that works! Furthermore... this summons units in battles! It seems #effect 3 and 10003 don't work, but #effect 21 works just fine in battles (unless on of the summoned critters was a commander).
It's not perfect, but it is VERY interesting: this summon spell still has range 30+, and fires bolts of flame... the Hoburgs (as units) are summoned where the flames strike the ground.
#newspell
#name "Summon Hoburgs"
#descr "This spell summons Hoburg Militia to fight for the caster."
#school 0
#researchlevel 0
#path 0 6
#pathlevel 0 1
#effect 21
#nreff 10
#fatiguecost 100
#damage 483
#end
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