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  #31  
Old July 2nd, 2007, 04:47 PM
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Default Re: Spell Modding - Guide Rough Draft

Sombre -
Why are you doing the #copyspell stuff?

Are you using any of the copied attributes or ar you resetting them all?

Psientist -
Yes I noticed your comment, I'm still trying to figure out what is going on .
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  #32  
Old July 2nd, 2007, 08:30 PM

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Default Re: Spell Modding - Guide Rough Draft

I'm replacing some, not all, of the attributes. That's the difference between the three spells. When I've made spells from scratch I've had a harder time of it than when copying them and changing them. For example in Nurglitch 3, the graphical effects and the poison immunity effect are from the spell - I'm just increasing range, aoe, adding that it can only target friendlies. It's quicker and easier than making a new spell.

If I did make a new spell it would be much like Nurglitch 2, which has the problem of being castable over and over again on the same unit. I guess I could remove the copyspell from Nurglitch 2 and see what happens.

In the case of Nurglitch 1, I don't know how to get the poisonres + 50 effect outside of copying poison ward.
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  #33  
Old July 7th, 2007, 03:12 PM
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Default Re: Spell Modding - Guide Rough Draft

Maybe this is obvious, but if you summon a unit with special abilities (create gems, domsummon, etc.) with #effect 10001, the effects are stripped. You have to summon the unit as a commander (#effect 10021) to retain those abilities.
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  #34  
Old July 10th, 2007, 02:01 PM
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Default Re: Spell Modding - Guide Rough Draft

are all the globals hard-coded? (effect 10081)
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  #35  
Old July 10th, 2007, 03:07 PM
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Default Re: Spell Modding - Guide Rough Draft

Yes.

I haven't done extensive testing to see what novel combinations of effect and enchantment # do. It's possible that you could utterdark for a single battle, for example.

Also, it has been reported that modded dome-spells do not work at all.
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  #36  
Old July 10th, 2007, 03:54 PM
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Default Re: Spell Modding - Guide Rough Draft

that's mostly true (Dome spells)... and I think you are referring to my own posts earlier in this thread. I have experimented extensively with modding the domes since then, and have only been successful in changing the school/path/pathlevel etc., but not the effects.

I will play with the globals when I have time.
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  #37  
Old July 10th, 2007, 03:56 PM
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Default Re: Spell Modding - Guide Rough Draft

Oh, also, found a consistent hard-crash bug. If you create ANY ritual with the Priest path, the game will crash if you "auto-cast" that ritual.

I suppose that should go under the bug list, but it will only come up with specialty mods so it would probably never get attention anyway. At least this way, modders will be warned.
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  #38  
Old July 10th, 2007, 04:08 PM

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Default Re: Spell Modding - Guide Rough Draft

Auto cast?

Do you mean monthly cast? Does this apply only to rituals with holy magic as path 0?
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  #39  
Old July 10th, 2007, 05:26 PM
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Default Re: Spell Modding - Guide Rough Draft

I do indeed mean "monthly cast", sorry for any confusion.

And only rituals with holy magic as path 8 (0 is fire).
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