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April 9th, 2008, 09:52 AM
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Captain
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Join Date: Sep 2004
Location: France
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Mists of Deception fix mod - New version
This mod replaces the spell Mist of Deception by a non abusable version, keeping the spirit of the original spell.
Spells ghost wolves and phantasmal warrior had also to be remade (just the names of the researchable versions are changed except if I made a mistake) to allow me to use the originals in #nextspell effects.
Mod has now a normal Mist effect and summon per round :
- (level+1) ghost wolves
- (levelx2) +1 phantasmal warriors
- 2 phantasmal beasts
(far more effects than the original, but original MoD without its bug would be extremely weak for a level 8 spell)
All coming from the sides (border summon).
Mist and summon effect remain active and creatures continue to fight even if the mage leaves the battlefield but after 9 rounds, the spell will stop to summon creatures then the battle will end normally.
(there is a special graphic effect on the mage square as long summoning is in action).
The spell can be cast several times for expanded duration / number of summons, but is no longer perpetual. If a defending mage cast it in round 41 it may still autorout opponents, but I think it's very unlikely to see a mage having gems to cast this spell after 40 rounds).
Edit : fixed a problem with phantasmal warriors and ghost wolves remakes, except I can't find the good graphics for these effects, the spells are now what they should be.
Last edited by lch; August 26th, 2008 at 08:13 AM..
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April 9th, 2008, 10:41 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: MoD mod
A very fine idea. This makes the spell still usable for those who have voiced concerns over it and doesn't hurt its usefulness too much.
Would be nice if it would give more than one type of unit. The original spell generates Phantom Beasts and other wonderful creatures, too. Maybe you can vary the unit output and throw in a little randomization, too?
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April 9th, 2008, 12:17 PM
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Captain
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Re: MoD mod
It should be possible as there are already multiples unit summon spells but I don't know how to make one (except with nextspell but it's already used for the mist).
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April 9th, 2008, 01:06 PM
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General
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Join Date: Aug 2003
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Re: MoD mod
Nextspell in mist as well.
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April 9th, 2008, 01:43 PM
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BANNED USER
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Re: MoD mod
That would mess up the vanilla spell mist though.
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April 9th, 2008, 02:18 PM
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National Security Advisor
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Join Date: Sep 2003
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Re: MoD mod
Mist of Deception #nextspell mists of phantasms #nextspell mists of false horrors #nextspell phantasmal wolves #nextspell Mist.
To use custom spells, easiest way is to #copystats existing spell and alter the original. That might or might not ruin the indep grimorie, but it does produce the wanted effect and works with all mods.
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April 9th, 2008, 02:18 PM
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National Security Advisor
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Re: MoD mod
double post, please ignore
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April 9th, 2008, 04:46 PM
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Re: MoD mod
But if you #nextspell user made spells it causes a whole bunch of other problems, non?
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April 9th, 2008, 05:44 PM
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National Security Advisor
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Re: MoD mod
Quote:
Sombre said:
But if you #nextspell user made spells it causes a whole bunch of other problems, non?
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Yes, because you have to refer to the #nextspell via number, and the numbers of new spells change. However...
Mists of Deception has id X.
#copyspell X to get Mists of Deception, add #nextspell X.
Selectspell X, clearspell, replace with a spell for summoning phantasmal beasts or whatnot. Add #nextspell Mist
Result: All nextspells refer existing spells, thus it all works just fine.
I haven't tested it myself, and unfortunately I don't remember the thread this was mentioned in, but it was tested by the OP IIRC. Much better than my solution.
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April 9th, 2008, 05:59 PM
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Re: MoD mod
Quote:
Endoperez said:
Yes, because you have to refer to the #nextspell via number, and the numbers of new spells change. However...
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Is that true? I thought you only had to refer to them by number if they were user made.
I know onebattlespell works using just the name for basegame spells.
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