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  #21  
Old July 30th, 2009, 06:14 AM

Sombre Sombre is offline
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Default Re: Modding tips and tricks

Firstshape changes take place at the end of the turn, or at the end of any battle.
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  #22  
Old July 30th, 2009, 06:19 AM
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Gregstrom Gregstrom is offline
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Default Re: Modding tips and tricks

Hmm. This gives me an idea or two - a summoned commander who can change shape to a (more powerful?) form at the cost of a turn's vulnerability, or alternatively a set of non-commander summons who can get better stats and equipment after being GoRed.
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  #23  
Old July 30th, 2009, 11:26 PM

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Default Re: Modding tips and tricks

I have a TC spell
Angel Incognito.. that changes them into Celestial Angel, with a second shape back to celestial master.

So essentially its only useful for the turn.
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  #24  
Old August 3rd, 2009, 04:36 AM

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Default Re: Modding tips and tricks

How do you get a spell to change the caster's shape cleanly? The obvious way would be a kill self ritual to push them into a secondshape, but that would mean it could be triggered by otehr stuff.
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  #25  
Old August 4th, 2009, 12:41 PM

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Default Re: Modding tips and tricks

I don't know that its clean...

I do chain a "Kill Caster" after the Angels spell. I create an angel with similar paths to the caster to maintain the illusion.
And the spell hints that the caster must go incognito afterwards, to explain the name change.
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  #26  
Old August 4th, 2009, 07:18 PM

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Default Re: Modding tips and tricks

Oh. Well that's more replacement than transformation, but works gameplay wise.
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  #27  
Old August 5th, 2009, 05:45 AM

Illuminated One Illuminated One is offline
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Default Re: Modding tips and tricks

Hmm, interesting, how do you copy the paths?
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  #28  
Old August 5th, 2009, 09:21 AM

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Default Re: Modding tips and tricks

He just made a unit with similar paths to the one that he thinks would be casting the spell.
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  #29  
Old March 20th, 2010, 07:53 AM
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Default Re: Modding tips and tricks

I just figured out something frigging awesome and need to share it now. I've modded this game for almost 3 years and still I'm learning new stuff, God I love this game!

The spell effect "polymorph" (number 54) allows for different #damage values for different shapes. How you can use this? Just attach it to some buffing spell as #nextspell and you can have spell that grants the caster the form of a dragon for the battle or something just as cool.

Also, kennydicke noticed that the Ritual of Rebirth can also be modded by changing the #damage value to revive the hero in another shape than the basic mummy. I'm not sure if it works with giant monsters, but I'll test that shortly.
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  #30  
Old March 20th, 2010, 10:39 AM
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Default Re: Modding tips and tricks

Quote:
Originally Posted by Burnsaber View Post
I just figured out something frigging awesome and need to share it now. I've modded this game for almost 3 years and still I'm learning new stuff, God I love this game!

The spell effect "polymorph" (number 54) allows for different #damage values for different shapes. How you can use this? Just attach it to some buffing spell as #nextspell and you can have spell that grants the caster the form of a dragon for the battle or something just as cool.

Also, kennydicke noticed that the Ritual of Rebirth can also be modded by changing the #damage value to revive the hero in another shape than the basic mummy. I'm not sure if it works with giant monsters, but I'll test that shortly.
Cool idea w/the poly - does it revert after battle tho? I thought polymorph was permanent (never cast it.)

The RoR alternate unit is actually mentioned in the "Black Book" spell modding thread (I'm using it in a personal mod I've been playing with for a while.) Unfortunately, it requires that a unit die AND go through the hall of fame to change unit types...
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