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  #1  
Old July 10th, 2007, 02:01 PM
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Default Re: Spell Modding - Guide Rough Draft

are all the globals hard-coded? (effect 10081)
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Old July 10th, 2007, 03:07 PM
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Default Re: Spell Modding - Guide Rough Draft

Yes.

I haven't done extensive testing to see what novel combinations of effect and enchantment # do. It's possible that you could utterdark for a single battle, for example.

Also, it has been reported that modded dome-spells do not work at all.
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Old July 10th, 2007, 03:54 PM
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Default Re: Spell Modding - Guide Rough Draft

that's mostly true (Dome spells)... and I think you are referring to my own posts earlier in this thread. I have experimented extensively with modding the domes since then, and have only been successful in changing the school/path/pathlevel etc., but not the effects.

I will play with the globals when I have time.
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Old July 10th, 2007, 03:56 PM
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Default Re: Spell Modding - Guide Rough Draft

Oh, also, found a consistent hard-crash bug. If you create ANY ritual with the Priest path, the game will crash if you "auto-cast" that ritual.

I suppose that should go under the bug list, but it will only come up with specialty mods so it would probably never get attention anyway. At least this way, modders will be warned.
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Old July 10th, 2007, 04:08 PM

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Default Re: Spell Modding - Guide Rough Draft

Auto cast?

Do you mean monthly cast? Does this apply only to rituals with holy magic as path 0?
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Old July 10th, 2007, 05:26 PM
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Default Re: Spell Modding - Guide Rough Draft

I do indeed mean "monthly cast", sorry for any confusion.

And only rituals with holy magic as path 8 (0 is fire).
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