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

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old March 14th, 2010, 09:13 AM
Ragnarok-X's Avatar

Ragnarok-X Ragnarok-X is offline
Major General
 
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
Ragnarok-X is an unknown quantity at this point
Default Re: questions about modding a spell

When looking over this, do you think it would work out as intended ?

#newspell
#name "Call of the Wild tier 2"
#descr "Call of the Wild tier 2"
#school -1 - spell cannot researched
#researchlevel 0 - no research required to cast
#path 0 3 - nature path
#pathlevel 0 1 - N1 required
#damage 633 - input monster ID
#effect 10037 - farsummon
#nreff 10 - summons x something else
#end

#selectspell 445
#nextspell "Call of the Wild tier 2"
#pathlevel 0 3
#end



intended effect: spawn 1 leader, the stock wolf pack and 10 more werewolves among the stock wolves.

edit: doesnt work out that well. It spawns the 10 werewolves, but it as well spawns a total of 2 werewolf commanders ?

Last edited by Ragnarok-X; March 14th, 2010 at 09:42 AM..
Reply With Quote
  #2  
Old March 14th, 2010, 09:46 AM
Ragnarok-X's Avatar

Ragnarok-X Ragnarok-X is offline
Major General
 
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
Ragnarok-X is an unknown quantity at this point
Default Re: questions about modding a spell

Wondering about pathlevel in the chained spell. Are the magic requirements even checked ? Could you in theory create one spell with a base effect at lvl 1, add 9 more chains, each with one level higher requirements and make a "true" self-scaling spell ?

i.e. call of the wild lvl 1 calls 10 wolfs. tier 2 to 9 (all new spells chaining into each other down the road) add 5 wolfs each, but require nature 2 - 10. Would the game check the caster lvl for exact effect or would it run all 10 spells anyway ?
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 02:45 PM.


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