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Old December 31st, 2011, 03:54 PM

JonBrave JonBrave is offline
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Default Re: Any mod suggestions for a returning player

Well, thank you, I nad assumed spells were "hard-coded" and couldn't be added.

I had a brief peruse of the modding pdf. 2 pages for spell modding. The range of things tnat can be done from there doesn't seem to cover what can be done by the in-builts, e.g. there's just tables of how much cost & how much damage. Surely most/many in-builts are not "doable" from modding? [Edit: Or, perhaps, existing ones are doable, but you cannot introduce a brand new "effect"?]

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Old December 31st, 2011, 04:12 PM
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Thilock_Dominus Thilock_Dominus is offline
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Default Re: Any mod suggestions for a returning player

Quote:
Originally Posted by JonBrave View Post
Well, thank you, I nad assumed spells were "hard-coded" and couldn't be added.

I had a brief peruse of the modding pdf. 2 pages for spell modding. The range of things tnat can be done from there doesn't seem to cover what can be done by the in-builts, e.g. there's just tables of how much cost & how much damage. Surely most/many in-builts are not "doable" from modding? [Edit: Or, perhaps, existing ones are doable, but you cannot introduce a brand new "effect"?]

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Happy New Year to all in this great community!
You can only use the already existing effects'n'stuff and mix them or change them.
There's a community file that's a lot more extensive than the official modding file. (Can't remember where to download it).
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