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  #1  
Old December 5th, 2006, 08:35 PM
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Default Spelling Issues

I'm trying to put a standard combat summon into Dominions. The code I'm using, aside from name and description, is the following:
#school 3 #researchlevel 5 #path 0 3 #pathlevel 0 3 #effect 3 #damage 2502 (the monster's number) #explspr -1 #nreff 5000 #fatiguecost 210 #sound 29 #end

Seems sensible enough, yes? Only problem is, when I imput it, I get the following as the spell.
Range: 40+
Area of Effect: One person
Precision: 0
Fatigue cost: 210-
Earth gems required: 2
Damage: 508 (stun)

The obvious problem is that it's not a summoning spell. I've looked over it a few times now and can't seem to find out what's wrong. Also, is there any way to boost the gem cost without boosting the fatigue?
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Old December 6th, 2006, 07:34 AM
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Default Re: Spelling Issues

#eff 3 is wrong. It is supposed to be a spell for summoning a creature IN BATTLE, e.g. Summon Water Elemental. You should add 10000 (ritual) to the effect. I haven't managed to get #eff 10003 to work, though.


Also,
9.18 #nreff <nbr of effects>
Sets the number of effects for this spell. For summoning
spells this determines how many creates are summoned.
Add 1000 to this value to give more porwerful casters
more effects.

#nreff 5000 would probably work, but I doubt it would work as you intended. It'd make the spell summon 0 creatures for the normal caster, but 5 more (five times 1000) for every extra level of the required path the casting mage had. You should use #nreff 5001, or perhaps 5005 or 3003 or something like that.
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Old December 6th, 2006, 01:13 PM
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Default Re: Spelling Issues

Wait... So to make it work in battle I should set it to a ritual? I don't exactly follow... I'll keep the nreff thing in mind, though. Thanks
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Old December 6th, 2006, 01:13 PM
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Default Re: Spelling Issues

Wait... So to make it work in battle I should set it to a ritual? I don't exactly follow... I'll keep the nreff thing in mind, though. Thanks
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Old December 6th, 2006, 06:20 PM
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Default Re: Spelling Issues

Sorry, I didn't notice you DID mean to make it a combat summon.

Any way, it seems something doesn't work. It might be that mod manual states some numbers wrong, or it might be a problem with the mod commands, but something seems to be missing. Try copying a spell that summons units in battles and then using (some? all of?) your current commands.
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Old December 6th, 2006, 07:25 PM
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Default Re: Spelling Issues

Ah, that's a good idea. I'll go try that.
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Old December 6th, 2006, 09:22 PM
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Default Re: Spelling Issues

Unfortunately, the issue remains. I'll see how ritual summons work...

Thanks for the suggestion, though. It was a really good one, and I expected it to work.
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Old December 6th, 2006, 09:26 PM
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Default Re: Spelling Issues

The spell modding commands are somewhat weird. I've had a mage cast modded spell without spending gems (no effect as it required some), and then go on to cast another spell on the same round. This was probably due to me trying to use the same fight with the spell changed from what it was during the hosting.

Also, in at least one case, number of effects is related to the level of the casting mage. Living Clouds summons 4+ elementals, but if modded to require Air 3 instead of Air 4, the number of effects changes to 3+. It might've been done by making a summon with equivalent of #nreff 1000 , if all levels the casting mage has in the path are counted instead of just those above it.
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Old December 6th, 2006, 09:46 PM
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Default Re: Spelling Issues

Quote:
Endoperez said:
The spell modding commands are somewhat weird.
Some of the mapedit commands also have weird results. The #fort command rarely gives the desired fort. The mapedit command which allows a nation to already start with a spell only works for the first turn. There's others as well.
I wish I had the time to be one of the beta testers so I could have caught this for them.
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Old December 6th, 2006, 10:33 PM
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Default Re: Spelling Issues

I half-suspect they don't actually read the bug reports...
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