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Old October 16th, 2007, 03:13 AM

odd_enuf odd_enuf is offline
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Default Spell modding questions

I'm trying to create a new spell, and I ahve a couple of questions.

First here's my code:

#newspell
#name "Wild Surge"
#descr "Through this incantation, a wild mage unleashes a wild surge upon the battlefield. The magics tear whatever they touch, ignoring armor and dealing great damage. Mages have little control over where the surge strikes, though mages with enough skill can exercise limited control. Being capable of resisting hostile magics will be able to resist the damages from the surge."
#restricted 79
#aoe 1002
#researchlevel 4
#path 0 4
#pathlevel 0 1
#path 1 0
#pathlevel 1 1
#school 2
#damage 60
#effect 2
#fatiguecost 55
#explspr 1001
#sound 21
#spec 8392832
#prec -10
#range 5040
#flightspr 1001

#end

#copyspell "Wild Surge"
#path 1 1
#end

#copyspell "Wild Surge"
#path 1 2
#end
#copyspell "Wild Surge"
#path 1 2
#end
#copyspell "Wild Surge"
#path 1 3
#end
#copyspell "Wild Surge"
#path 1 5
#end
#copyspell "Wild Surge"
#path 1 6
#end

1) I want 6 different versions of this spell, each with a different second path. Is there a way to do this without having to give each spell a unique name?

2) The fly/explosion sprite doesn't work at all, all I get are the number above the dead enemies.

3) Does negative precision work? I want this spell to be very very inaccurate, hitting yoru own troops 1/3 of the time, but with 5 precision 8 casters all I hit were enemies. This is very hard to judge though, since I can't see where the misses end up.

odd_enuf
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