You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator. When you start the game you decide what kind of god you are and how your DOMINION affects your lands and followers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion. In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension. Release version and manual is available now. Manual can be downloaded from Illwinter's web page.
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Spells and Their Attributes | Locked | |
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Oct 27 2013 Anchor | ||
Update (2013/01/12): The spell dump for Dominions 4.04 is now available. But, I would recommend that you consult the one for 4.03 if you want spell descriptions. I had to remove the descriptions from the 4.04 dump, because it would have required too much duct tape to keep using the table of description indices that I had been using. A different table, pairing spell records and descriptions, needs to be found. I performed a number of end-to-end scans of the Dominions executable today but could not find any of the patterns that I had hoped to find. Otherwise, very little has changed from 4.03 to 4.04 - Poison Resistance (Spell #776) is now using #effect 524 rather than #effect 599. Update (2013/12/31): A complete spell dump for Dominions 4.03 is now available. This incorporates data from Edi, DrPraetor, Wolfs_SA, and Burnsaber. Spell descriptions are included with the spells that have them. Update (2013/11/16): Relabeled the "Category 1" attribute to "Sound #", because that is what it really is. Feeling stupid that I didn't realize that earlier. Also, figured out the mysterious lists in the earlier dumps; they are key-value pairs, containing information such as the range of ritual spells, nations to which the casting of spells are restricted, etc.... At this point, the general meaning of every byte in the spell records is reasonably well understood. Some particular values still need to be decoded though. Update (2013/11/09):Discovered that the #damage value is 64-bit. Nearly all mask values in use by the vanilla game have now been decoded. For example, one should be able to use mask value 4294967296 with #effect 11 to get the diminuition effect used by Army of Rats and Shrink. I will be dumping the effect mask tables fairly soon. Update (2013/11/03): Many spell effect (#spec) modifiers decoded, thanks to help from Edi, DrPraetor, and Wolfs_SA. Here is a preliminary dump of spells and their attributes from the Dominions executable. More fields still need to be decoded. Modders may find the table of effects at the end of the dump to be useful. It lists every effect number encountered in the table of spells and which spells use the effect. Players may find the area of effect and spell argument (damage, monster #, gem type, etc...) attributes to be interesting. Please consult the modding manual for understanding some of the values, such as as 666, 1000, 2000, 5000, etc.... Edited by: _noblesse_oblige_ |
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Oct 28 2013 Anchor | ||
Thanks a lot! Can you get the #spec values? If I saw those I could determine the possible new values for animal only targeting. |
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Oct 28 2013 Anchor | ||
I can possibly supply some of the bitmask values, but I need to look at that list first. |
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Oct 28 2013 Anchor | ||
@Burnsaber: You're welcome. I'm still looking for #spec. It might be the Unknown 4 and Unknown 5 fields (as of the updated dump I just posted) taken together, but I am not convinced. There are still another 116 bytes per record to scour, so it may turn up elsewhere. @Edi: I didn't have time to break out Unknown 4 and Unknown 5 into easily-readable bitmasks tonight. Will probably do that tomorrow night. They clearly seem to be mask values though. Hmm, actually that value of 128 in Unknown 5 does correspond to 8388608 in the modding manual for underwater spells, if Unknown 4 and 5 are coalesced into a single 32-bit integer, and it is present on Voice of Tiamat, Contact Sea Trolls, Frozen Heart, etc.... I'll coalesce the two 16-bit integers tomorrow and relabel them as #spec. I think this also means that two of the modifier sets for the weapons need to be coalesced as well, since the masks we identified for those seem to match what is in the modding manual for spells. Will clean it all up in the next day or two. We already know that weapons and spells draw from the same set of effects to deliver damage and so it wouldn't surprise me if they share modifier bitmasks as well. |
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Oct 29 2013 Anchor | ||
The spell numbers in that dump are wrong. Spell numbering starts from 150, with Banishment as the first spell. I've checked against what I had previously compiled and some of the things have been moved around since the last time I looked at spells. I expect the list from 0-149 are hidden effects and spells that are autocast by units or other things, autoeffects from items etc. The only spell or effect below 150 that I was ever able to find out from in-game is Astral Harpoon, the spell/effect from the artifact of the same name, and that was in slot 94 at the time. It was easy enough to check with a small mod that selected every spell from 1 to 2000 and altered the description of the spell to say "Spell [number]". Using that with even the latest version nets Banishment at 150 and everything else visible after that. A new version of the spell dump with correct numbers would be quite helpful, since a lot of things have moved around. It looks like the beginning of the list has the common divine and level 0 spells, followed by national spells and then everything else. Edited by: Edirr |
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Oct 29 2013 Anchor | ||
It sounds like I may have to add an offset of 150 to the numbers or see if the table actually starts earlier. I just took the first spell that had a name as a starting point. The spell numbers are not actually stored in the tables; I programmed the dumper to increment them, one per record, starting at 0 from the first named spell. Thanks for pointing this out - it is a work in progress - please let me know about any other issues. Update: Good catch, Edi. Enjoy 150 more spells. I was wondering why the list didn't start with "Nothing" like the weapon and armor lists did. Now it does. Update 2: Decoding of modifier set #0 (aka, #spec) has begun. Appears to be the same as modifier sets #0 and #1, if coalesced, for weapons. Update (2013/10/31): Reinterpreted some of the unknowns as 32-bit values instead of two 16-bit values. Seems that Unknown 1 is another mask which identifies buffs, among other things, and Unknown 2 which seems to also be a mask having values which identify damage type (bludgeoning, piercing, slashing, acid, etc...). For example, Rain of Stones does bludgeoning damage. |
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Nov 1 2013 Anchor | ||
Oh, I didn't even notice someone else had done this already . Are the bitmasks from dom3 still in use? I had decoded many of those by creating custom spells of various types, although I recall several of the bitmasks were quite mysterious still (never ocurred to me to check them against the weapon bitmasks.) |
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Nov 1 2013 Anchor | ||
I saw your impressive list of mask values and it seems to match up with Edi and I have figured out so far. (Edi probably can make many more educated guesses but hasn't had the time to work on it. He did a good job with the weapons list - also in this subforum.) Feel free to check out the "Unknown [XXX]" masks from Modifier Set #0 (#spec, really) in the data dump to see if they match your list. I'll also look more closely tomorrow night but now I need to get some sleep. |
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Nov 1 2013 Anchor | ||
Having tested a few with custom spells in the beta (before that functionality got broken), at least some of the old bitmasks still seem to apply, so they would probably be a good starting point. |
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Nov 1 2013 Anchor | ||
I figured out a couple more of these but I can't find the additional notes - I think they're on my old HD which I still have but not sure. Affects Body or Mind [4096] - This isn't "Magic Resistance Negates"? Anyway, gotta get back to work unfortunately. |
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Nov 1 2013 Anchor | ||
This is taken from your old notes: 1 -> Strength adds e: 16384 is wrong, it actually means the spell is not shield blockable Edited by: Wolfs_SA |
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Nov 1 2013 Anchor | ||
Yeah, some of those notes are wrong, there was an updated/corrected list that I made after doing actual testing, but I can't find it. It is mostly right anyway. There are also several libraries of bitmasks for various effect numbers, which we should try to figure out: Effect 23 Effect 11 |
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Nov 2 2013 Anchor | ||
I think you're right. (Edi also decoded it as such for the weapons and I forgot to transfer it over to the spell effects). Changed in the updated dump.
Yeah, if there is commonality across this one, it is still eluding me.
This seems to be the common theme across the spells which have it and so I've now marked it as such. Thanks.
Not convinced about this yet. It's not a clear theme across the spells. Might be context-dependent though.
Cave Collapse and Earthquake are the only two with this flag.
Agree that it is context-sensitive. From the list of spells, it seems to be earth-associated for effect #002 (Cave Collapse, Blade Wind, etc...) and something that affects legs or battlefield movement for effect #011 (limp, cripple, Entangle, etc...).
Thanks for all the lists. I am too tired tonight to go through them all and match up things. I think you are right that some of the values are context-dependent on which effect is being applied. What was previously being listed as Modifier Set #0 is now being listed as Modifier Set #1. I converted the things, which we listed as unknowns last night, into masks and added a couple of new unknowns to replace the old ones. |
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Nov 2 2013 Anchor | ||
Yeah, if there is commonality across this one, it is still eluding me. I buried it in the edits at the end of my post, but it's "not blockable by shields". It's on most self-targeted buffs, which suggests that they are shield blockable by default, which is interesting. |
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Nov 2 2013 Anchor | ||
I buried it in the edits at the end of my post, but it's "not blockable by shields". It's on most self-targeted buffs, which suggests that they are shield blockable by default, which is interesting. Thanks, Wolfs_SA. No slight was intended - I just hadn't processed your list yet. Will probably get through the rest of what you and DrPraetor posted tomorrow. I need to restructure the dumper code a little first to accommodate the possibility that different spell effects have different interpretations for their masks. Haven't had much time to work on things the last couple of days due to a software product release deadline at work....
Looks like this one is related to bodily health on all of the spells that I've found it on. Possibly interesting find: mindless beings cannot be horror marked according to decoded values. Need to verify this with testing. Thematically, it somewhat makes sense. Edited by: _noblesse_oblige_ |
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Nov 11 2013 Anchor | ||
Thanks for all the hard work with the masks and everything else! I'll take another look when I've got a bit more time. |
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Nov 17 2013 Anchor | ||
You're welcome, Edi. Thanks for making the new DB available; it helped me figure out the last two sets of mysterious bytes today. At this point, every part of the spell records is understood. A few unknown values still need to be decoded here and there, but the meanings of their parts of the records are known. A couple notes: Edited by: _noblesse_oblige_ |
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Nov 17 2013 Anchor | ||
Have you checked the table in the mapmaking manual? The magic site locmasks used in modding are very different from the ones used to actually assign terrain to a map file and 128 is the map file mask for forests. As far as the national listing etc in the Dom4 DB spell page, those are, like everything else on that DB page, basically shotgunned in the general direction without worrying too much about accuracy. So yes, an oversight on my part, that. I was in a kind of a hurry to get the DB presentable for public consumption and to bring the spell page up to date for 4.03, I'd need your spell data dumps anyway. |
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Dec 31 2013 Anchor | ||
New spells dump, as both plain text and as tables in a relational database. Includes flight and explosion sprite information from Burnsaber. Also incorporates information, provided by DrPraetor and Wolfs_SA, which was not completely absorbed in previous dumps. And, it contains descriptions... including for the "Hall of Statues" spell. See OP of this thread for links. Enjoy. Edited by: _noblesse_oblige_ |
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Jan 1 2014 Anchor | ||
Thank you for the hard work! |
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Jan 12 2014 Anchor | ||
You're welcome, Edi. Bump. See OP for update. |
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Jan 13 2014 Anchor | ||
How do I open the database? I have no clue what Sqlite is |
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Jan 14 2014 Anchor | ||
The database contains all of the various data dumps in one place. If you're not familiar with SQL, then either using the text dumps or else using Larzm42's inspector are your best bets. I am providing the database primarily as a service to those, such as Larzm42, who want to create apps to enrich the Dominions ecosystem. But, to answer your question, there are a number of ways to open the Sqlite database. I believe there is a matrix on the Sqlite web site listing a ton of GUI tools for accessing these databases - some free, some not. I personally prefer the command line tool which comes with the database software itself. Sqlite is very popular because it provides a SQL-queryable database without the need for a dedicated database server. |
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Jan 14 2014 Anchor | ||
Ok I'll look into it. I just want to copy-paste the bitmasks (buffs, debuffs and the spec values) into a small spreadsheet for quick reference. They don't seem to be in the datadump Edited by: Burnsaber |
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Jan 14 2014 Anchor | ||
There are text dumps of all of those in the Effects and Their Attributes thread. Please let me know if any of them seem wrong. |
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