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  #1  
Old January 29th, 2009, 10:50 PM

Aezeal Aezeal is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

I'm pretty sure it should be possible to give all spell effects all sorts of ranges or targets that already exist in game
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  #2  
Old January 30th, 2009, 12:27 AM
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Burnsaber Burnsaber is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

Quote:
Originally Posted by darloth View Post
Is it possible to have cloud spells that trigger exotic effects? I was considering the N/E (or maybe E/N) spell Rampant Overgrowth, that makes a cloud spell that does very small or nil damage, but repeatedly entangles anything in it.
Yeah, I think that's possible. Your idea is now added to the list as "Gaia's Revenge".

Quote:
Originally Posted by Endoperez View Post
The old "divine armanents" Dom:PPP bless effect might still be accessible. I think it would be +2 att, +2 def and flaming weapons, but the fire damage at least used to deal extra damage to undead. I don't know how much the new blessings replaced the old one and how much the old stuff was just left unused.
Hmm.. That would be a intresting buff. I can't see the effect in the Dr.P's spell lookup, thought. If someone would be willing to make a small code dive, the results could be intresting.

Quote:
Originally Posted by Aezeal View Post
I'm pretty sure it should be possible to give all spell effects all sorts of ranges or targets that already exist in game
Yeah, lots of stuff is possible. If someone is intrested, download Dr.P's spell lookup here:
http://forum.shrapnelgames.com/showt...t=Spell+Lookup

Then open the "bitmask" - excel chart. There's a list of debuffs and buffs that you can mod.

And then some questions of my own:

-Does anyone know what are actual bonuses granted by the "unholy power" - effect?

-Does anyone the link to the MoD fix thread? The actual mod would also be useful. My forum search proved.. inefficient. I could probably make cloud spells by #copyspelling existing cloud spells, but knowing how it's really done would expand my options.
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Last edited by Burnsaber; January 30th, 2009 at 12:37 AM..
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  #3  
Old January 30th, 2009, 04:53 AM
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JimMorrison JimMorrison is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

I love what you're doing here! It's something I've wanted to see for ages..... to justify cross-path mages of all flavors, and make randoms a bit more exciting. Anyway, I haven't read through everything yet, but I saw W+E was open, and I was inspired -

Deep Drowning

2W+1E, Alt 4, R= 25+,Dam= 20+AN (Fatigue damage only), AoE= 2+, NoE= 1, Prc= -2, UW++, MR

The caster animates the sand, silt, and muck of the seabed, swirling it around his foes until the murky sludge cakes their gills, sending the victims into terrible spasms of asphyxiation.


<3
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Old January 30th, 2009, 07:53 AM
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Endoperez Endoperez is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

Quote:
Originally Posted by Burnsaber View Post
-Does anyone the link to the MoD fix thread? The actual mod would also be useful. My forum search proved.. inefficient. I could probably make cloud spells by #copyspelling existing cloud spells, but knowing how it's really done would expand my options.
http://forum.shrapnelgames.com/showt...s+of+deception

It's by Twan. The effect is

#eff 9043

and the clouds stay in the battlefield for 9 turns, so it could be that +1000 to #eff creates a cloud.

I wonder what happens if a cloud spell uses #nextspell "flame eruption"? Will the cloud explode every turn? What about a cloud followed by Falling Frost, would it center on the cloud or would the cloud "cast" it and choose a target as normal?

Possible Earth/Air spell: has three low-precision effects, each casts an area buff around itself. It's like Legions of Steel, except that it covers an uneven area, and you get more effects with higher Earth (so the affected area scales up very fast).
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