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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 March 11th, 2007, 06:14 PM
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Default Re: Spell Modding - Guide Rough Draft

I can't figure that one out either.

The only possible way in which your spell *might* differ from Dome of Flaming Death is in the sound and graphics fields, which I haven't quite figured out yet.

In the field that "Acid Bolt" has at 10070 (flyspr?) dome of Flaming Death has a value of -1 (or 65535, if it's unsigned.)

In the field that "Acid Bolt" has at 10130 (explspr?) dome of Flaming Death likewise has a -1.

So you could try setting the flyspr and explspr fields to -1 and see if that helps.

What about the other dome spells? Do they work? It ought to be easy to check if the effect # for Dome of Solid Air works or not.
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Old March 15th, 2007, 02:44 PM
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Default Re: Spell Modding - Guide Rough Draft

I had tried Solid Air, and the Blood Magic equivalent as well, with no luck! Too bad, I was hoping one could really come up with some interesting dome effects by matching other spells as effects.
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Old March 22nd, 2007, 03:09 PM
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Default Re: Spell Modding - Guide Rough Draft

Curious - has anyone ever come across the bitmasks for "awe" or "animal awe"? "fear" is covered quite well already.
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Old March 22nd, 2007, 10:01 PM
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Default Re: Spell Modding - Guide Rough Draft

Try 23/256 and 23/512.

If neiter of those effect/damage combinations does it, I doubt they exist as spells.
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Old March 23rd, 2007, 12:49 PM
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Default Re: Spell Modding - Guide Rough Draft

Ah, I tried them both. Tried setting them as rituals, to force- cast, tried setting them as battlefield spells, and they looked like they were set up properly but the AI would never cast them (even if ordered to). So, maybe there is a bitmask or something missing, who knows. Thanks for the suggestion.
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Old March 23rd, 2007, 04:01 PM
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Default Re: Spell Modding - Guide Rough Draft

Oh, sorry. A lot of effect 23/(bitmask) combinations, the AI will refuse to cast them because it doesn't think the effect is beneficial (?).

So if you pair them with a beneficial effect (twist fate, say), you can get them to cast.
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Old April 10th, 2007, 01:10 PM
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Default Re: Spell Modding - Guide Rough Draft

Aside from the "death dome" spell, It would be nice to beable to craft a ritual spell to temporarily cast "gluttony" on a number of enemy army units. That would be an interesting twist. However, you haven't teased out whether the spell bitmaps cover all the possible unit attributes, have you?
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