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sjr - you can choose which game version format to use

i tried making a mod for agony spells. if you look at the coding in logic.dsres, the base_summon_dark spell works alot better than the base_summon_good spell.

i made a mod for the good version.

it still doesnt work. could someone try tanking this file and testing it for flaws?

[t:template,n:base_summon_good]
{
  doc = "good summoning spell base template";
  specializes = base_spell_good;

  [magic]
  {
    [enchantments]
    {
      [*]
      {
        alteration = alter_strength;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_dexterity;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_intelligence;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_melee;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_ranged;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_nature_magic;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_combat_magic;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_armor;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_max_life;
        duration = #infinite;
        value = (#magic*23.7);
      }
      [*]
      {
        alteration = alter_life;
        duration = 1.0;
        value = (#magic*23.7);
      }
      [*]
      {
        alteration = alter_max_mana;
        duration = #infinite;
        value = (#magic*23.7);
      }
      [*]
      {
        alteration = alter_mana;
        duration = 1.0;
        value = (#magic*23.7);
      }
      [*]
      {
        alteration = alter_melee_damage_min;
        duration = #infinite;
        value = (#magic*21.9);
      }
      [*]
      {
        alteration = alter_melee_damage_max;
        duration = #infinite;
        value = (#magic*23.7);
      }
      [*]
      {
        alteration = alter_ranged_damage_min;
        duration = #infinite;
        value = (#magic*21.9);
      }
      [*]
      {
        alteration = alter_ranged_damage_max;
        duration = #infinite;
        value = (#magic*23.7);
      }
      [*]
      {
        alteration = alter_cmagic_damage_min;
        duration = #infinite;
        value = (#magic*19.5);
      }
      [*]
      {
        alteration = alter_cmagic_damage_max;
        duration = #infinite;
        value = (#magic*21.9);
      }
      [*]
      {
        alteration = alter_nmagic_damage_min;
        duration = #infinite;
        value = (#magic*19.5);
      }
      [*]
      {
        alteration = alter_nmagic_damage_max;
        duration = #infinite;
        value = (#magic*21.9);
      }
    }
  }
}