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  #31  
Old October 14th, 2008, 08:48 AM
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Default Re: Spell Guide Beta-0

Latin words are generally English words as well.

googlefight!

Okay, you're right, it's Malus .

New version.
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  #32  
Old October 14th, 2008, 11:32 AM
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Default Re: Spell Guide Beta-0

Could an admin prune and graft this into the mods forum?
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  #33  
Old October 14th, 2008, 11:34 AM
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Default Re: Spell Guide Beta-0

moved.
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  #34  
Old October 14th, 2008, 02:07 PM

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Default Re: Spell Guide Beta-0

Thanks a lot for the new version DrPraetorious! I'll update my online frontend accordingly.
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  #35  
Old December 30th, 2008, 01:03 PM
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Default Re: Spell Guide Beta-0

Has anyone successfully created a spell from "scratch" (without using the copyspell command}?
Id like one to play with
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  #36  
Old December 30th, 2008, 01:08 PM

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Default Re: Spell Guide Beta-0

Yeah a bunch of people have.

DrP did a spell mod called black tome of somethingorother. Look in there.
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  #37  
Old December 30th, 2008, 01:30 PM
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Default Re: Spell Guide Beta-0

Summoning spells are actually quite easy to make from scratch. Check the More Trollz mod in my sig for a few examples....
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  #38  
Old December 30th, 2008, 02:44 PM
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Default Re: Spell Guide Beta-0

Summoning spells are easy. Spells giving a spesific buffing effect is still simple, but working with just numbers can be cryptic.

I tried to do something tad more complicated, but I couldn't get it to work at all. I think I was trying to enter "wrong" numbers for something to see what would happen, but got nothing.

If you like puzzles, you might want to look at the #eff fields given to various spells and try to guess what number means what ability, if anything.
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  #39  
Old December 30th, 2008, 05:06 PM
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Default Re: Spell Guide Beta-0

Yes summons looked pretty easy. And I kinda figured if anyone had done it then it was probably DrP or Endoperez.

Im shooting for a variation of Eyes of God without the global (for the watchers mod so that non-players can observe games)

But the stuff on eff and spec started me thinking again of my program to create random nations. Im tempted to add generating 4 or 5 random spells for each nation just to see what those numbers do.

Last edited by Gandalf Parker; December 30th, 2008 at 05:09 PM..
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  #40  
Old December 30th, 2008, 08:07 PM
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Default Re: Spell Guide Beta-0

Quote:
Originally Posted by Gandalf Parker View Post
Yes summons looked pretty easy. And I kinda figured if anyone had done it then it was probably DrP or Endoperez.

Im shooting for a variation of Eyes of God without the global (for the watchers mod so that non-players can observe games)
That's a nice idea, but the game does not work like that. You can't make a global into an "instant" spell. For determining spell effects, the game stores two numbers, the #effect (which should rather be named "type") and the #damage (which would prolly make sense to name "effect" ). When a spell is cast, then the game looks up what it does by its #effect value first - this determines if it is targetted, a global, or things like that. That's what happens in the client's GUI as well, you can then target a province, add more gems for dome-like spells or global-like spells, stuff like that. During the hosting phase, it will determine what kind of spell it is by #effect number, again, and then look up the hardcoded thing that happens by the #damage number. For example, "The Eyes of God" is #effect 10084 (a global) with #damage 15 (global number 15 - generates scouting reports for all the provinces). If you'd try to keep the #damage number and change the #effect number, hoping to keep what the spell does, it won't work: you'd have Flames from the Sky with #effect number 10041, or Internal Alchemy with #effect number 10111. You don't get the things that the global 15 gives.

Quote:
Originally Posted by Gandalf Parker View Post
But the stuff on eff and spec started me thinking again of my program to create random nations. Im tempted to add generating 4 or 5 random spells for each nation just to see what those numbers do.
That's poking around in the mud, and it isn't going to reveal much. The spell stuff is mostly hardcoded, regarding what a spell does. There won't really be hidden effects that you can't get via #copyspell as well - though there are internal, "invisible" spells that don't show in the spellbook which can be used as well. I guess that DrP's lists should have those, if not, I can provide the data.

So, it won't work this way. I'll reply in your "watcher nation" thread about what you can do instead.
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