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  #11  
Old October 9th, 2007, 10:45 PM
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Default Re: Code diving

And here, god help us, is the new spell dump. The zip file contains my best guess about how to interpret the various fields.

Edi - this really should be part of the database. Let me know what you need in order to interpret it.

Updates:
I have added the new effect (Internal Alchemy) and the new enchantment (Dance of the Morrigans) from the 310 spells.

I have cleaned up the #spec field notes slightly, including figuring out that the extra-field in lightning makes the attack "grounded" - it always hit something in the target square.
Attached Files
File Type: zip 555265-spells_310.zip (63.7 KB, 465 views)
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  #12  
Old October 10th, 2007, 12:43 AM
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Default Re: Code diving


The following sites do cool stuff (so not just money, labs, gems, etc.)

Site 566, the Temple of the Solar Bull
Fire 2, Rarity 2, any regular land
2 Fire Gems, commander Heliodramus

Site 567, Temple of the Sacred River
Water 2, Rarity 2, any regular land
1 Water Gem, 1 Death Gem, commanders Renata and Renatus

Site 568, Telesterion
Nature 2, Rarity 2, Forest
1 Nature Gem, 1 Earth Gem, commanders Mystes and Epoptes

Site 569, Grove of Revelry
Nature 2, Rarity 2, Forest
1 Nature Gem, commander Reveler

Site 617, Valley of the Dead
Death 1, Rarity 2, Plains/Forest/Wasteland
1 Death Gem, 1 Earth Gem, Enter to Summon Mummy

Site 619, Carrion Thicket
Death 1, Rarity 2, Forest
1 Death Gem, 1 Nature Gem, Enter to Summon Carrion Beast (715)

Site 633, Torture Tower
Blood 1, Rarity 1, Farmlands
Makes a simple hillfort, 3% horrormark

Site 634, Bloodshade Glen
Blood 2, Rarity 2, Unique (anywhere?)
Blood Magic Bonus 20, Conjuration Bonus 15, 1 Blood Slave

Site 635, The Slaughterhouse
Blood 2, Rarity 2, Unique (anywhere?)
Enter to summon Foul Spawn (460), Maenad (435) and Ghoul (198).

Ew.

Site 636, The Lodge
Blood 2, Rarity 2, Unique (anywhere?)
1 Blood Slave, Commanders Conjurer, Circle Master, Assassin

Site 637, Pool of Unhealthy Rites
Blood 2, Rarity 2, Any Land
Alteration 20, 1 Water Gem, 1 Death Gem, 3% Disease

Site 638, Bloodstone Mirror
Blood 2, Rarity 2, Any Land
Scrying, Thaum Bonus 20

Site 639, Tower of the Devil's Bride
Blood 1, Rarity 1, Unique/Any Land
+5 Unrest/turn, Enter to summon a lousy imp

Site 644, City of Dates
Nature 2, Rarity 0, Wasteland Unique
Makes 75 supplies, 50 gold, 1 water gem, 1 nature gem and a Motte-and-bailey*

*I'm begining to suspect that I have the fort #s wrong here....

Site 688, Nest of Bats
Blood 2, Rarity 1, Cave
1 Death Gem, Enter to summon Beast Bat

Site 689, The Lesser Abyss
Blood 2, Rarity 1, Cave Unique
+40 Unrest, Enter to summon Fiend of Darkness

Site 690, Splattermaid Gorge
Blood 2, Rarity 2, Cave Unique
1 Air Gem, Enter to summon Beast Bat

Site 691, Kelp Sea
Nature 2, Rarity 0, Shallows
2 Nature Gem, 1 Water Gem, Enter to summon Sea Stag

Site 692, Forest of Amber Kelp
Nature 2, Rarity 2, Shallows Unique
NFW Gem, Commander Air Elemental (572?)
NOTE: I bet this is a typo because the amber clan units are 573-576.

Site 693, Sentinent Current
Water 2, Rarity 2, Shallows
Conjuration 20, 1 WG
NOTE: Mis-spelled? Should be "Sentient"?

Site 694, The Darkness
Water 2, Rarity 2, Deeps Unique
Thaumaturgy 20, 1 WE Gem

Site 695, The Gate in the Deep
Water 2, Rarity 2, Deeps Unique
Conjuration 20, 2 W Gem

Site 696, The Basalt Forge
Earth 2, Rarity 2, Deeps Unique
Construction 20, 1 E Gem

Site 697, Tomb of Seven Oracles
Death 2, Rarity 3, Cave Unique
Enter-to-summon Cavern Wight, 2D1E Gem

Site 698, Infinite Cavern
Earth 2, Rarity 3, Cave Unique
Conjuration 20, 2 EG

Site 700, The Umbral Conclave
Death 2, Rarity 3, Cave Unique
Conjuration 20, 3 DG
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  #13  
Old October 10th, 2007, 02:23 AM
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Default Re: Code diving

Thanks, I'll get to work on those specials and terrain masks as soon as I get home. They should be in the DB by tonight. You are right about the air elemental being a bug, it should be Amber Clan Guard (573) and the site misspellings as well (Sentinent/Sentient and Chaft/Shaft). I've got those shortlisted in the beta forum, but having the level of detail from your code diving efforts is invaluable.

I'll look at the spell issue, but if it gets added, it gets added in a separate document, because the current DB file is starting to get REALLY unwieldy and that's on my state-of-the-art-as-of-this-time-last-year system. The spell system has too much stuff and requires too many pages, so it must be separate.
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  #14  
Old October 10th, 2007, 09:22 AM
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Default Re: Code diving

I noticed another (minor, this time) mistake in the output file for the sites. It's been fixed.

The accompanying text file has been slightly updated to include:

effect 10111 (internal alchemy)
enchantment #86 (dance of the morrigans)
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  #15  
Old October 10th, 2007, 02:25 PM
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Default Re: Code diving

The sites output file attached to the explanation post still has some errors:
  • Path column is actually site level column
  • # and name column headers should be one column to the left
  • C column is a complete mystery
  • arg2 seems to have random offsets that cause shifting everything in it and the following argument columns one column to the right, probably due to the negative numbers that overflow to 65k+
  • arg4 suffers from the same thing
  • Mystery column 1 & 2 are the column-shifted arguments
All of that means that everything regarding what the sites do must be decoded based on what we already know of them. Fortunately, that's not a problem. I've got all the visible stuff on the sites already and I know the units, so I can use the remaining data to fill in all the rest of the blanks with the help of your decoding guide above.
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  #16  
Old October 10th, 2007, 02:38 PM
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Default Re: Code diving

Redownload the attachment, I think I fixed all that
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  #17  
Old October 10th, 2007, 02:45 PM
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Default Re: Code diving

Actually, you didn't. Doesn't matter, I can easily work with this since I've got most of the things down, the things I don't wil stick out like a sore thumb.
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  #18  
Old October 10th, 2007, 03:12 PM
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Default Re: Code diving

Aaaaand it's done! Sites have been fully updated with terrain masks, levels and specials! Thank you, DrPraetorious!
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  #19  
Old October 10th, 2007, 04:27 PM
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Default Re: Code diving

I must've uploaded the wrong attachment or failed to overwrite it or something, but if it's not a problem it's not a problem.

I'm perfectly happy to make the spell-list nice myself, but do not know how to do it. Can you suggest a tutorial on how to make dependent sheets and list lookups as is done in the main guidebook? It's a useful thing for me to know anyway.
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  #20  
Old October 10th, 2007, 05:01 PM
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Default Re: Code diving

The spell list as such seems just fine, I can actually read most of it fairly well. In order to make the thing more readable, to create the kind of display pages the Dom3 DB has for units, you actually need to have the whole main page roughly as it is right now. Basically, that's your BaseS page.

Then you need a separate page which lists Effects, which would be BaseE, a list of Powers, which would be BaseP and possibly also a list of Arguments, which would be BaseA, but that depends on whether the argument values are fixed. I know there are some effect lists lying around, which could help in this.

Once you have all of that together, all you need for the display page is list the spell numbers in the ID column and everything else is retrieved from the Base tables by VLOOKUP functions. Some of those might even need to be conditional, but I don't think so, not in the same way they are in the unit DB. This project would be big enough that it'd need to be a separate document, so it could be called Dom3 Spell DB, I guess. If anyone can get me a half-decent list of the basic effects, just copying the id# and name columns from the BaseU, BaseW and BaseA tables of Dom3DB would give me enough to work with to get a rudimentary legible spell DB ready at a pretty short notice.
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