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  #1  
Old February 21st, 2007, 10:48 AM
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Default #magicboost

I cant get #magicboost to work. I was sure it worked before. Is it a bug or am I doing something wrong?

A monster "A" has:
#magicskill 8 2
#magicskill 7 2
#holy
#shapechange "B"

A monster "B" has:
#magicboost 7 2
#magicboost 6 2
#magicboost 3 2
#magicboost 8 -2

After conversion the monster "B" should have 4 Blood, 2 Nature, 2 Earth and 0 Holy. But in reality it still has 2 Blood and 2 Holy ( funny thing is that even with holy magic and without the #holy attribute the game doesnt crush).
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  #2  
Old February 21st, 2007, 11:03 AM
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Default Re: #magicboost

The requirement for holy mages to be #holy was removed at some point - right now, the only thing that triggers that crash is a pretender with #holy.

Magicboost doesn't do anything if you don't have the magic skill in the first place - so if you want it to have nature, form A should have at least one nature (and maybe a negative magic boost for nature.)

But even that doesn't quite explain the behavior you describe.
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Old February 21st, 2007, 11:54 AM

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Default Re: #magicboost

I had the same problem. As far as I remember my workaround was something like this;

You give monster A magic skill of 4 blood, 2 nature, 2 earth, 4 holy, then you give it magicboost on all paths of -2.

Monster B gets the same skills but the magicboost is changed to be -4 on holy only.

Pretty sure something like that worked for me. Although I have a feeling you might end up with monster B having holy 4 still. Check out the nephil fencer/feline demon in my exile mod,.. that pretty much had magicboost worked out.
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  #4  
Old February 21st, 2007, 04:10 PM
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Default Re: #magicboost

Quote:
Although I have a feeling you might end up with monster B having holy 4 still.
You were right. Only boosting everything with #magicboost 53 works.

Quote:
The requirement for holy mages to be #holy was removed at some point - right now, the only thing that triggers that crash is a pretender with #holy.

The requirement for #holy wasn't removed, I checked. So I would guess I've found a way around that with the #shapechange.
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Old February 21st, 2007, 04:11 PM
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Default Re: #magicboost

Really? The results are inconsistent, then, because I'm pretty sure I've modded in non-holy holy casters (Pretenders, for example!) and seen it work.
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  #6  
Old February 21st, 2007, 11:59 PM

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Default Re: #magicboost

But even boosting everything with magicboost wasn't working for me with the shapeshifting guy in exile. I wanted to go from no magic to 2blood 2fire. I had to give both 2blood 2fire and then magicboost -2 all paths on the non magic guy to get it to work.

I have no idea how to get the holy magic removed and the others increased.
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Old February 23rd, 2007, 03:20 PM
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Default Re: #magicboost

I couldn't get #magicboost to get working correctly either. Pretty strange.
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