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March 11th, 2007, 06:14 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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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.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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March 15th, 2007, 02:44 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
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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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March 22nd, 2007, 03:09 PM
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Sergeant
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Join Date: Apr 2004
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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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March 22nd, 2007, 10:01 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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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.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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March 23rd, 2007, 12:49 PM
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Sergeant
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Join Date: Apr 2004
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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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March 23rd, 2007, 04:01 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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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.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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April 10th, 2007, 01:10 PM
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Sergeant
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Join Date: Apr 2004
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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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