View Full Version : Spell Modding?
Foodstamp
November 4th, 2006, 09:36 AM
I noticed in the patch notes, it says that "Spell Modding has been improved". Thats awesome, but I am curious of how we are supposed to figure out the new spell modding commands? Have they been posted somewhere or are the existing commands fixed and nothing new has been added?
Nerfix
November 4th, 2006, 09:59 AM
Modding manual has been updated too.
Looks like a nice start, but I wonder if it is possible to make a spell that affects all units in the combat. Or a Warding spell (That doesn't stick with multiple castings). Or Horror Mark spells.
Or anything that doesn't do damage. But it's a very nice start. Kudos to IW!
Johan K
November 4th, 2006, 01:06 PM
#aoe 666
will make a spell affect the entire battlefield. You can make horror mark spells by copying the existing one and altering the value a bit.
Nerfix
November 4th, 2006, 01:33 PM
Ooo, thank you. =) This is good.
But are wards possible?
Endoperez
November 4th, 2006, 02:00 PM
Nerfix said:
Ooo, thank you. =) This is good.
But are wards possible?
What wards? For elemental wards, copy an appopriate spell, change AoE. For a MR-increasing spell, copy Iron Will and incearse AoE.Want AoE Fire Shield? Possible. If it's been done, you can copy and change it.
FrankTrollman
November 4th, 2006, 02:08 PM
National Spells don't work as the mod manual suggests at all.
Nation specific spells have a path and a research level and are somehow restricted to nations. The "-2" tag referenced in the mod manual doesn't work at all. Which is unsurprising because there aren't any spells in Dominions 3 that don't belong to any school of magic.
-Frank
Nerfix
November 4th, 2006, 02:49 PM
Endoperez said:
Nerfix said:
Ooo, thank you. =) This is good.
But are wards possible?
What wards? For elemental wards, copy an appopriate spell, change AoE.
But can I change the resistance from 50 to 25?
Endoperez
November 4th, 2006, 03:08 PM
Perhaps. Try it. #damage affects many things, and might affect resistance.
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