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

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  #1  
Old October 16th, 2007, 03:13 AM

odd_enuf odd_enuf is offline
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Default Spell modding questions

I'm trying to create a new spell, and I ahve a couple of questions.

First here's my code:

#newspell
#name "Wild Surge"
#descr "Through this incantation, a wild mage unleashes a wild surge upon the battlefield. The magics tear whatever they touch, ignoring armor and dealing great damage. Mages have little control over where the surge strikes, though mages with enough skill can exercise limited control. Being capable of resisting hostile magics will be able to resist the damages from the surge."
#restricted 79
#aoe 1002
#researchlevel 4
#path 0 4
#pathlevel 0 1
#path 1 0
#pathlevel 1 1
#school 2
#damage 60
#effect 2
#fatiguecost 55
#explspr 1001
#sound 21
#spec 8392832
#prec -10
#range 5040
#flightspr 1001

#end

#copyspell "Wild Surge"
#path 1 1
#end

#copyspell "Wild Surge"
#path 1 2
#end
#copyspell "Wild Surge"
#path 1 2
#end
#copyspell "Wild Surge"
#path 1 3
#end
#copyspell "Wild Surge"
#path 1 5
#end
#copyspell "Wild Surge"
#path 1 6
#end

1) I want 6 different versions of this spell, each with a different second path. Is there a way to do this without having to give each spell a unique name?

2) The fly/explosion sprite doesn't work at all, all I get are the number above the dead enemies.

3) Does negative precision work? I want this spell to be very very inaccurate, hitting yoru own troops 1/3 of the time, but with 5 precision 8 casters all I hit were enemies. This is very hard to judge though, since I can't see where the misses end up.

odd_enuf
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  #2  
Old October 16th, 2007, 07:11 AM

Sombre Sombre is offline
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Default Re: Spell modding questions

1) Not that I know of. When you use #copyspell you need to put #newspell first btw.

So like this:

#newspell
#copyspell "Wild Surge A"
#name "Wild Surge B"
#descr "Wild Surge B Description"
#end

For each copy.

2) That's because you've typed 1001 for both instead of,.. say:

#flightspr 141
#explspr 10001

Look at page 5 of the modding manual for the table of numbers and effects.

3) Yes it works. But it's #precision not #prec


Edit: Oh and not to sound like a dick, but next time look up stuff that isn't working in the modding manual before asking about it on here. 2) and 3) are right there.
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  #3  
Old October 16th, 2007, 08:28 AM
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Endoperez Endoperez is offline
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Default Re: Spell modding questions

I don't think there's any limit to the number of identically named spells. I think I've had two "Summon Devourer of Souls" spells in a test game where I did various tests concerning Ammat the Devourer of Souls.
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Old October 16th, 2007, 10:02 PM

odd_enuf odd_enuf is offline
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Default Re: Spell modding questions

I did check the manual. About 2, the mod manual (version 3.8, i haven't patched yet) says that both the fly and explosion sprites are taken from table 4, which is where I got the 1001 sprite from. Even choosing a fly sprite from table 5, I'm not not seeing eithor an explosion of flight.

for 1, all I was missing was the newspell.
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  #5  
Old October 16th, 2007, 10:43 PM

Sombre Sombre is offline
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Default Re: Spell modding questions

Table 4, explosion sprites, doesn't list 1001. It lists 10001 though.

As for the flysprite, you're right, the mod manual points to table 4. I have no idea what's going on there then. Try flysprite 10001 explosion sprite 10001. Note the extra zero.
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