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  #11  
Old December 6th, 2006, 11:19 PM
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Default Re: Spelling Issues

UPDATE: Ritual spells work fine. The game just has something against combat summons, I guess...
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  #12  
Old December 7th, 2006, 01:24 PM
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Default Re: Spelling Issues

I read all bug reports that are posted in the bug thread. I try to read all posts.

I solved why I didn't get my ritual spell working: I used #eff instead of #effect...

The command for summoning a creature might be wrong. It's 3 - an uneven number! If #effect list of effects is a bitmap, it can only have various powers of 2. 2^1, 2^2, 2^3 etc.
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  #13  
Old December 7th, 2006, 01:46 PM
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Default Re: Spelling Issues

Here is a new, working spell:

#newspell
#name "Summon Slingers"
#descr "This spell summons a heroic Slinger"
#school 0
#researchlevel 1
#path 0 6
#pathlevel 0 1
#effect 10021
#nreff 1
#fatiguecost 100
#damage 50
#end



EDIT: because this does work, #effect numbers CAN be uneven.
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  #14  
Old December 7th, 2006, 02:02 PM
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Default Re: Spelling Issues

Another spell that works! Furthermore... this summons units in battles! It seems #effect 3 and 10003 don't work, but #effect 21 works just fine in battles (unless on of the summoned critters was a commander).

It's not perfect, but it is VERY interesting: this summon spell still has range 30+, and fires bolts of flame... the Hoburgs (as units) are summoned where the flames strike the ground.


#newspell
#name "Summon Hoburgs"
#descr "This spell summons Hoburg Militia to fight for the caster."
#school 0
#researchlevel 0
#path 0 6
#pathlevel 0 1
#effect 21
#nreff 10
#fatiguecost 100
#damage 483
#end
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  #15  
Old December 7th, 2006, 02:13 PM
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Default Re: Spelling Issues

I didn't mean you, but the developers. I'm not sure they read the wishlist and bug reports.

At any rate, I'll keep looking for some working effect numbers. Very cool find, though.
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