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  #11  
Old March 22nd, 2007, 10:01 PM
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Default Re: Spell Modding - Guide Rough Draft

Try 23/256 and 23/512.

If neiter of those effect/damage combinations does it, I doubt they exist as spells.
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  #12  
Old March 23rd, 2007, 12:49 PM
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Default Re: Spell Modding - Guide Rough Draft

Ah, I tried them both. Tried setting them as rituals, to force- cast, tried setting them as battlefield spells, and they looked like they were set up properly but the AI would never cast them (even if ordered to). So, maybe there is a bitmask or something missing, who knows. Thanks for the suggestion.
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  #13  
Old March 23rd, 2007, 04:01 PM
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Default Re: Spell Modding - Guide Rough Draft

Oh, sorry. A lot of effect 23/(bitmask) combinations, the AI will refuse to cast them because it doesn't think the effect is beneficial (?).

So if you pair them with a beneficial effect (twist fate, say), you can get them to cast.
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  #14  
Old April 10th, 2007, 01:10 PM
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Default Re: Spell Modding - Guide Rough Draft

Aside from the "death dome" spell, It would be nice to beable to craft a ritual spell to temporarily cast "gluttony" on a number of enemy army units. That would be an interesting twist. However, you haven't teased out whether the spell bitmaps cover all the possible unit attributes, have you?
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  #15  
Old April 10th, 2007, 05:51 PM
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Default Re: Spell Modding - Guide Rough Draft

I've tested all the digits in the bitmask - and none of them appear to do that.

I believe that you can induce starvation, if that's any help.
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  #16  
Old April 11th, 2007, 02:51 PM
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Default Re: Spell Modding - Guide Rough Draft

Perhaps! When I am next overwhelmed with free time, maybe I'll try it out. I was thinking it would be an interesting spell defense against mega-armies.
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  #17  
Old April 19th, 2007, 01:45 PM
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Default Re: Spell Modding - Guide Rough Draft

i just found that if you halve the damage on dragon master, instead of giving you dragon mastery, it gives you a permanent regeneration.
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  #18  
Old April 19th, 2007, 02:13 PM
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Default Re: Spell Modding - Guide Rough Draft

Are you sure that it's permament? When I tried that, it gievs you regeneration, but it vanishes next turn. Could be a special ability setting or something, though.
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  #19  
Old April 19th, 2007, 04:14 PM

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Default Re: Spell Modding - Guide Rough Draft

Sorry for being thick, but on the last page Dr P you suggest pairing a spell with a different effect, such as Twist Fate, to get it to cast. How do you do that?

I've read the modding manual now, but still not really on the ball.
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  #20  
Old April 19th, 2007, 04:39 PM
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Default Re: Spell Modding - Guide Rough Draft

Add together the bitmasks. So, for example

#effect 10
#damage 262656

Will give you both pain transfer (512) and Quickness (262144) at the same time.
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