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February 21st, 2007, 10:48 AM
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#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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February 21st, 2007, 11:03 AM
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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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February 21st, 2007, 11:54 AM
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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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February 21st, 2007, 04:10 PM
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Re: #magicboost
Quote:
Although I have a feeling you might end up with monster B having holy 4 still.
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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.
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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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February 21st, 2007, 04:11 PM
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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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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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February 21st, 2007, 11:59 PM
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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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February 23rd, 2007, 03:20 PM
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Re: #magicboost
I couldn't get #magicboost to get working correctly either. Pretty strange.
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