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				March 22nd, 2007, 10:01 PM
			
			
			
		  
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				Major General 
				
				
				
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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. 
		
	
		
		
		
		
		
		
			
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				March 23rd, 2007, 12:49 PM
			
			
			
		  
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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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				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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				April 10th, 2007, 01:10 PM
			
			
			
		  
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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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				April 10th, 2007, 05:51 PM
			
			
			
		  
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				Re: Spell Modding - Guide Rough Draft
			 
             
			
		
		
		
		 I've tested all the digits in the bitmask - and none of them appear to do that. 
  
 I believe that you can induce starvation, if that's any help. 
		
	
		
		
		
		
		
		
			
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				April 11th, 2007, 02:51 PM
			
			
			
		  
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				Re: Spell Modding - Guide Rough Draft
			 
             
			
		
		
		
		Perhaps!  When I am next overwhelmed with free time, maybe I'll try it out.  I was thinking it would be an interesting spell defense against mega-armies. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				April 19th, 2007, 01:45 PM
			
			
			
		  
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				Re: Spell Modding - Guide Rough Draft
			 
             
			
		
		
		
		i just found that if you halve the damage on dragon master, instead of giving you dragon mastery, it gives you a permanent regeneration. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 19th, 2007, 02:13 PM
			
			
			
		  
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				Re: Spell Modding - Guide Rough Draft
			 
             
			
		
		
		
		 Are you sure that it's permament? When I tried that, it gievs you regeneration, but it vanishes next turn. Could be a special ability setting or something, though. 
		
	
		
		
		
		
		
		
			
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				April 19th, 2007, 04:14 PM
			
			
			
		  
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				Re: Spell Modding - Guide Rough Draft
			 
             
			
		
		
		
		Sorry for being thick, but on the last page Dr P you suggest pairing a spell with a different effect, such as Twist Fate, to get it to cast. How do you do that? 
 
I've read the modding manual now, but still not really on the ball. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				April 19th, 2007, 04:39 PM
			
			
			
		  
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				Re: Spell Modding - Guide Rough Draft
			 
             
			
		
		
		
		 Add together the bitmasks. So, for example 
 
#effect 10 
#damage 262656 
 
 Will give you both pain transfer (512) and Quickness (262144) at the same time. 
		
	
		
		
		
		
		
		
			
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