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March 14th, 2010, 10:22 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
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Re: questions about modding a spell
I think #nextspells don't check for requirements. Even if they did, you could get the effect you describe more easily by adding 5000 to the #nreff value, surely?
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March 14th, 2010, 11:29 AM
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Corporal
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Re: questions about modding a spell
Quote:
I think #nextspells don't check for requirements.
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Entirely correct, again, Gregstrom. #path and #pathlevel values are not checked. #researchlevel is a required tag, but it's value isn't checked either. #school is best set at -1, but it isn't necessary - as long as you don't include the tag at all. #fatiguecost value also isn't checked (at least, for rituals - I haven't tested battle spells for this).
#damage, #effect and #nreff values are checked - but if you made the primary spell a farsummon and the nextspell an independent farsummon, they don't happen at the same time, effect order is maintained.
I don't know if #spec or #restriceted values are checked - haven't tested that possibility; it's likely they aren't.
Quote:
Even if they did, you could get the effect you describe more easily by adding 5000 to the #nreff value, surely?
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That is, indeed, a better method anyway.
__________________
That is not dead which can eternal lie.
And with strange aeons even death may die.
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March 14th, 2010, 02:27 PM
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Major General
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Join Date: Jan 2004
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Re: questions about modding a spell
Okay i will try to stop asking these questions, but how exactly does this
"
Even if they did, you could get the effect you describe more easily by adding 5000 to the #nreff value, surely?
"
to power up work ?
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March 14th, 2010, 02:48 PM
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Corporal
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Re: questions about modding a spell
"9.19 #nreff
Sets the number of effects for this spell. For
summoning spells this determines how many
creates are summoned. Add 1000 to this value to
give more powerful casters more effects."
Actually, you need to add 1000. I am not sure if higher thousands (ie 5000) give larger effect.
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March 14th, 2010, 02:59 PM
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Major General
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Join Date: Jan 2004
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Re: questions about modding a spell
perhaps the first number is the modifer. By using 1010, you would get 10 creatures and 1 more for each level you are higher. By using 5010, you would get 10 and 5 for each level you are higher.
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March 14th, 2010, 04:35 PM
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Major General
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Join Date: Jan 2004
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Re: questions about modding a spell
#15 is confirmed by me
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March 15th, 2010, 02:43 AM
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Colonel
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Re: questions about modding a spell
One thing to note though is that effects that scale with caster level don't work on #nextspells. I'm not even entirely sure if penetration bonuses from level or items count on #nextspell effects.
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March 15th, 2010, 04:24 AM
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Major General
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Re: questions about modding a spell
Oh, thats a major bummer. Did anyone ever suggest to include scaling effects on nextspells to the developer ? Just now i had this really cool Call of the Wild add that calls 25 wolfs + 3 per level and nextspell 12 werewolves + 2 per level but apparently it will only add in stock wolfs now.
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