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Author Topic: Magic spells description and usefulness  (Read 36083 times)
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mattressses
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« Reply #30 on: March 31, 2014, 12:04:35 PM »

Does Ere-we-go give some initiative and armour bonus as well? I always found that Regiments with Ere-we-go survived longer and had waaaaaaay less casualties even when engaged with two regiments. In fact, I use it on my Mages all the time to help them survive battles and gain XP faster since their attack spells suck. Could it be that the extra strength with possible extra initiative helps them kill units before they ever deal damage?

I can't comment on the internal workings of DO, but in 4th edition WHFB, 'Ere-We-Go gives +1 Toughness and makes the unit always strike first.
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olly
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« Reply #31 on: March 31, 2014, 12:42:37 PM »

Agreed, I haven't finished adding all the Rulebook descriptions to our sections yet ->

http://en.dark-omen.org/magic/waaagh-magic/index.html

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« Reply #32 on: May 30, 2018, 09:02:02 PM »

Just looking for some help deciphering the Magic files in Dark Omen please, by starting off comparing the 3 Conflagration of Doom spells, found in Magic.PLB as presumably the same spell but various levels of damage perhaps?

C:\Program Files (x86)\Dark Omen\GameData\Particle


* MAGIC__PLB.jpg (398.18 KB. 663x1288 - viewed 768 times.)

« Last Edit: May 30, 2018, 10:54:48 PM by olly » Logged

and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
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« Reply #33 on: May 30, 2018, 10:49:20 PM »

Aqrit also found this information in the past ->

http://forum.dark-omen.org/tools/modding-spells-t1395.0.html

"after staring at the "magic_attribute_table" ( file offset 0x000E2FB8 ) for awhile
this is what it looks like to me..."

magic_attribute_entry (sizeof=0x28)
00000000 // ID (unused?) // matches name and desc index
00000004 // flags for? 1=spell 2=sword 4=shield 8=banner 0x10=spell_book 0x20=potion/ring 0x40=cash 0xA0(20h+80h)=staff
00000008 // flags??? (1<<3==enabled icon)
0000000C // MANA_COST
00000010 // SORT_WEIGHT ( for magic panel buttons, -1=not shown?)
00000014 // MAGIC_ID ( 1=item, 2=bright, 3=ice, 4=waaagh, 5=dark )
00000018 // ICON_ID ( from book sprite probably... )
0000001C // MAX_RANGE
00000020 // SPEED ( e.g. how fast a fireball travels towards a target )
00000024 // OVERWORLD_SPRITE 0=banner 8=chest 0x10=amulet 0x18=shield 0x20=book 0x28=sword -1=none [8's? -> starting frame?]

looks like the spell animations are not set by the "magic_attribute_table"

//

0x004E5800 // "soul drain spell" -- in attributes table

0x0046F9C0 // "soul drain" proc
|- 0x0046FB24 // "soul drain" remove one wound spot in disassembly

char* item_name[ 0x40 ]; // table at 0x004E28C0
char* item_desc[ 0x3A ]; // table at 0x004E29C0
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
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