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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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Old June 7th, 2008, 06:34 PM
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Default #onebattlespell and modded spells

So I heard that there's this problem on the mentioned combination, but that it can circuvented by refering the modded spell by spell number.

Anyone have any clue what the magical "first" spell number is now that there are new spells added by the patch?
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Old June 7th, 2008, 06:44 PM

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Default Re: #onebattlespell and modded spells

Even if you do add an entirely new spell and define it by number, your mod will have trouble when used with other mods adding spells I believe.

It seemed to me that it's complicated and fiddly to the point of being useless, so I stuck with using #onebattlespell with existing spells.

However one idea put forward was that you make a copy of an existing spell, then you alter the one you copied to be your new spell - that way it gets a fixed number. The copy you made works just like the old one did, the only difference being the indies don't use it, I think.
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Old June 7th, 2008, 07:18 PM
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Default Re: #onebattlespell and modded spells

And that only applies to the spells independents cast in the first place.

I did a post that summed all of this up a while back. I also had the spell numbers there. I don't remember them anymore. If you read the log, it lists how spell id's were assigned to modded spells.
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