[MOD] FFH TweakMod

But, my #1 was:

When I looked at this thread and saw that I actually raised my arms in the cheer of "YES! YES! OH GOD YES!" :goodjob:

The dumping event was actually replaced with the Cult of the Dragon event. So every time you get "Legends from a distant land have enthralled one of your regiments", imagine what could have been...

Is it intended that the Elohim can do Amurite rituals (having conquered them as my neighbours, I have access to their Circle of Gaelan ritual)? I'm assuming the Tolerant trait was intended to remain anyway, even though it doesn't show up on Ethne or Einion's pages as traits of their's, right?

Yea, that's fine. If the Elohim can do the Illian rituals, I don't see why they shouldn't be allowed to do Cirlce of Gaelan.

Also, Tolerant is a civ trait now, since it's an Elohim mechanic.
 
may i make a simple request... Is it possible to saparted the change log a bit so that I can see were the new changes begin. It tends to be a hard thing to figur when you got Ambian knocking aroudn en ur ead..... Man that stuff screws with ya brain. Better get to bed before I sleep boink the wife (she said it happed I dont remember it...) Ok back to topic -if I can- I visit this thing ever week or so and there are more updates and I tend to forget were I was at last. some updates may not interest me but others will, but after a time you begin to ....(ambian kicking in again).... have problems seeing through all the clutted of adds and fixes.

Either way THANKS I enjoy this one very much and considering that I am the only one on these boards who consider the Mercurians the bestest most fanboy civ I can not wait to play this version...

God the mess screws with your head if you dont go to bed. My monitor is kinda wavvy and if you stair at it closs for long the thing looks likes it streating in and out up and down and side to side... (maybe i need to go back to using sonata) OU OU now the letters are sway almost dancing... IS this what LSD is like? (a lite version)?
 
may i make a simple request... Is it possible to saparted the change log a bit so that I can see were the new changes begin. It tends to be a hard thing to figur when you got Ambian knocking aroudn en ur ead..... Man that stuff screws with ya brain. Better get to bed before I sleep boink the wife (she said it happed I dont remember it...) Ok back to topic -if I can- I visit this thing ever week or so and there are more updates and I tend to forget were I was at last. some updates may not interest me but others will, but after a time you begin to ....(ambian kicking in again).... have problems seeing through all the clutted of adds and fixes.

The newest changes are always at the bottom of the list. Modifications to other changes are under Recent Changes. The second post has all the changes coming in the next update. Updates always happen Wednesday or Saturday, as long as I have sufficient material to update. Otherwise, I wait.

I hope that helps :)

Either way THANKS I enjoy this one very much and considering that I am the only one on these boards who consider the Mercurians the bestest most fanboy civ I can not wait to play this version...

Their changes will take a bit. I'm still trying to figure out what fits them right.

God the mess screws with your head if you dont go to bed. My monitor is kinda wavvy and if you stair at it closs for long the thing looks likes it streating in and out up and down and side to side... (maybe i need to go back to using sonata) OU OU now the letters are sway almost dancing... IS this what LSD is like? (a lite version)?

I recommend you watch this: http://www.youtube.com/watch?v=pAwR6w2TgxY.
 
Just thought I'd post a suggestion to remove the "Werewolf, close the porticulus and leave the man to die?" event. Playing with Living World on, I've been getting this event almost endlessly, and it's become a real bore considering it's a bugged event.
 
Just thought I'd post a suggestion to remove the "Werewolf, close the porticulus and leave the man to die?" event. Playing with Living World on, I've been getting this event almost endlessly, and it's become a real bore considering it's a bugged event.

That should be solved when I add the new events. How often is it happening?
 
That should be solved when I add the new events. How often is it happening?

I average getting it 3-4 times per game on Normal speed, within first 100-150 turns.
 
That should be solved when I add the new events. How often is it happening?

I average getting it 3-4 times per game on Normal speed, within first 100-150 turns.
Same. As someone who habitually starts building an empire and then gets impatient and starts over again, I've been noticing that I get it at least twice a game, especially in the early game (presumably because fewer events can be triggered).

Unlike the Goblin event (I still love you for that) it isn't an actual gameplay annoyance, it's just a bit irritating to say "let the slow man die" over and over again with no actual consequence or gameplay relation to it. And of course, were the event to be fixed at some point, it'd probably be even worse since we'd be getting a gameplay impacting event almost guarenteed several times in the early game.

Glad to hear you intend to add new events :goodjob:

Edit:

Just playing a game as the grigori, I've found a cosmetic bug (may have been mentioned before). One of my heroes was born as an Elf however when I upgraded him from an Elven-in-appearence Warrior to an Axeman he became a "normal" Human Axeman as opposed to an Elven Swordsman. I know this can't be because of the name Axeman because I just produced a Night Elf Swordsman. Also, totally off the subject; the Grigori really annoy me because it's GPs or Adventurers - I feel almost tempted to suggest to the makers that they make a separate Adventurer growth meter

Edit2:

Just a comment on the Goblin Fort "Sieze" event. I love the concept but the 3rd option I feel is negatively unbalanced. Just one slave versus 30-50 :gold: + a Fort or 50-80 :gold: ? Gold wins everytime. I was hoping to find more slaves than that. To be honest, even then the slaves are kind of a "meh" reward. 2 slaves is essentially 1 worker (isn't it?) for anyone but the Balseraphs (who can get happy points off them via Freak Shows). Couldn't it be like "recruit some of the survivors to our forces" and maybe get a couple of Scorpian Clan Gobbos or something? I don't know, is anyone else feeling there's a lack of balance on the 3 options? Personally I've decided to keep the fort and knick some gold, since I have a Settler ready to plop down near it and figure I can work it up to being a wortwhile Castle then Citadel.
 
Same. As someone who habitually starts building an empire and then gets impatient and starts over again, I've been noticing that I get it at least twice a game, especially in the early game (presumably because fewer events can be triggered).

Oddly enough, this isn't true. I did remove the Goblin Dumping event, but I added the Cult of the Dragon event. Its conditions for triggering are identical.

Glad to hear you intend to add new events :goodjob:

I'm adding them the same time I'm adding new events to dungeons :)

Just playing a game as the grigori, I've found a cosmetic bug (may have been mentioned before). One of my heroes was born as an Elf however when I upgraded him from an Elven-in-appearence Warrior to an Axeman he became a "normal" Human Axeman as opposed to an Elven Swordsman. I know this can't be because of the name Axeman because I just produced a Night Elf Swordsman.

I'll fix those graphics in the next update.

Also, totally off the subject; the Grigori really annoy me because it's GPs or Adventurers - I feel almost tempted to suggest to the makers that they make a separate Adventurer growth meter.

I like it the way it is. A few other mods have an Adventurer spawn chance per turn, but I hate that. It takes predictable mechanics and turns them random; all your planning ahead is essentially guessing when the next one will spawn. With GPP, you have an amount of control over your heroes. You know exactly how many turns it'll take for the next chance at one. It's still somewhat random (if the GPP pool is polluted), but it's much more stable than a separate growth meter.

Also, since Philosophical + Pacifism gives GPP very quickly, you don't always have to choose between Adventurers and Great People. If you pile up Specialists in one city, you can easily out GPP Adventurers. And if there's still a problem, Ardor mid-game will likely spawn any Great Person you need.

Just a comment on the Goblin Fort "Sieze" event. I love the concept but the 3rd option I feel is negatively unbalanced. Just one slave versus 30-50 :gold: + a Fort or 50-80 :gold: ? Gold wins everytime. I was hoping to find more slaves than that. To be honest, even then the slaves are kind of a "meh" reward. 2 slaves is essentially 1 worker (isn't it?) for anyone but the Balseraphs (who can get happy points off them via Freak Shows). Couldn't it be like "recruit some of the survivors to our forces" and maybe get a couple of Scorpian Clan Gobbos or something? I don't know, is anyone else feeling there's a lack of balance on the 3 options? Personally I've decided to keep the fort and knick some gold, since I have a Settler ready to plop down near it and figure I can work it up to being a wortwhile Castle then Citadel.

I'll give the third option a gold boost in the next update.
 
I have an idea for the werewolf/ portucullis event. If you chose to push the man in the path (overlook the illusion of morality) a random unit of yours games the demon race. And if you chose to do nothing, a random unit gains the valor and courage promos?

Im trying to think what would be better balanced, but I think pushing the man should gain some preternatural, winning first, inhuman result, like an angel or demon, while the human result should be slightly weaker, yet very human and a viable choice. Thats what ive come up with, but feel free to think of other options as choice results.
 
Wow Rystic, you have a really creative mind which can think of interesting and unique way to enhance the flavour and the uniqueness of civs without changing the basics too much. I like almost all of your changes, which is a rare thing for me with all the FfH modmods. The downside of your changes is that now I have to integrate them with my own personal changes.

I will definitely add the new Elohim mechanics.
 
Is this working? I've read the Grimore about six times now and the only thing that's happened is that my unit died once.

Come to think of it, that hasn't worked for awhile. For now, I'll take it off the list. I need to find Turinturambar old code for it...
 
you could make the INfernal Grimoire like the Wonder spell, but a tiny bit less chaotic, and of course adding the demon promo to those that use it (and dont die). And the chance of death would still be there, that plus the demon thing guarantees not being a Wonder clone, even though removing the more silly wonder effects and adding some more serious ones could work. Like adding stoneskin, tsunami, ring of fire, summon Balor, summon imp, summon pitbeast, rust, wither, fireball ... and removing stuff like tigers and spiderkin.

Either way the Wonder code is probably the closest thing working that could be intergrated, but It would need some close work.
 
A question - where in the code is the ability for the Elohim to found settlement next to the Unique Features located?

And a cosmetic bug report - since Monk Order 4 prevents Barbarians from entering your territory, it has the Great Wall graphic effect. But the Sanctuary wordspell of the Elohim uses that effect also, which can produce somewhat weird results. Or is it already fixed in the full mod? (I've imported Elohim stuff, Wreckers and Children of Halfmorn so far).
 
you could make the INfernal Grimoire like the Wonder spell, but a tiny bit less chaotic, and of course adding the demon promo to those that use it (and dont die).

Turinturambar wrote something amazing for the Grimoire. I remember thinking it was perfect. That's what I need to find again.

A question - where in the code is the ability for the Elohim to found settlement next to the Unique Features located?

CvSpellInterface.py. The functions are spellEstablishSettlement and reqEstablishSettlement. You may notice a Courthouse is added to the city and instantly removed. Just leave that in; it immediately reduces maintenance to 0. Bit of a hack solution, but hey, it works.

And a cosmetic bug report - since Monk Order 4 prevents Barbarians from entering your territory, it has the Great Wall graphic effect. But the Sanctuary wordspell of the Elohim uses that effect also, which can produce somewhat weird results. Or is it already fixed in the full mod? (I've imported Elohim stuff, Wreckers and Children of Halfmorn so far).

Sadly, there's no way to fix this. If barbarians are prevented from entering, there's the Great Wall around your borders.
 
Turinturambar wrote something amazing for the Grimoire. I remember thinking it was perfect. That's what I need to find again.

Here you go, it could still use some refinement (messages and focus switching when you summon some units), but all the code should work. I remember testing it pretty thoroughly.
Code:
def spellReadTheGrimoire(caster):
	iBonus=0
	pPlayer = gc.getPlayer(caster.getOwner())
	pPlot=caster.plot()
	point = pPlot.getPoint()
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING1')):
		iBonus=100
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING2')):
		iBonus=iBonus+100
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING3')):	
		iBonus=iBonus+100
	if caster.getReligion() == gc.getInfoTypeForString('RELIGION_THE_ASHEN_VEIL'):
		iBonus=iBonus+5
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DEATH1')):
		iBonus=iBonus+5
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DEATH2')):	
		iBonus=iBonus+5
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DEATH3')):	
		iBonus=iBonus+5
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_ENTROPY1')):	
		iBonus=iBonus+5
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_ENTROPY2')):	
		iBonus=iBonus+5
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_ENTROPY3')):	
		iBonus=iBonus+5 
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_HERO')):	
		iBonus=iBonus+10 	
	iRnd = CyGame().getSorenRandNum(100, "Read the Grimoire")+iBonus
	caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_PROPHECY_MARK'), True)
	if iRnd < 30:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_WEAK'), True)
	if iRnd >= 30 and iRnd < 40:
		caster.cast(gc.getInfoTypeForString('SPELL_BURNING_BLOOD'))
	if iRnd >= 40 and iRnd < 50:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CRAZED'), True)
	if iRnd >= 50 and iRnd < 60:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DEMON'), True)
	if iRnd >= 60 and iRnd < 70:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_UNHOLY_TAINT'), True)
	if iRnd >= 70 and iRnd < 80:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_STRONG'), True)
	if iRnd >= 80 and iRnd < 100:		
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING1'), True)
	if iRnd >= 100 and iRnd < 110:
		caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_PIT_BEAST'))
	if iRnd >= 110 and iRnd < 120:
		caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_SPECTRE'))
	if iRnd >= 120 and iRnd < 130:
		caster.cast(gc.getInfoTypeForString('SPELL_WITHER'))
	if iRnd >= 130 and iRnd < 140:
		caster.cast(gc.getInfoTypeForString('SPELL_MUTATION'))
	if iRnd >= 140 and iRnd < 145:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_STIGMATA'), True)
	if iRnd >= 145 and iRnd < 150:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DEMON'), True)
	if iRnd >= 150 and iRnd < 155:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CRAZED'), True)
	if iRnd >= 155 and iRnd < 160:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_WEAK'), True)
	if iRnd >= 160 and iRnd < 170:
		caster.kill(True, PlayerTypes.NO_PLAYER)
	if iRnd >= 170 and iRnd < 180:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_UNHOLY_TAINT'), True)	
	if iRnd >= 180 and iRnd < 185:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DEATH1'), True)
	if iRnd >= 185 and iRnd < 190:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ENTROPY1'), True)
	if iRnd >= 190 and iRnd < 200:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING1'), True)	
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING2'), True)	
	if iRnd >= 200 and iRnd < 210:
		caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_BALOR'))
	if iRnd >= 210 and iRnd < 220:
		caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_WRAITH'))
	if iRnd >= 220 and iRnd < 230:
		caster.cast(gc.getInfoTypeForString('SPELL_WITHER'))
		caster.cast(gc.getInfoTypeForString('SPELL_WITHER'))
	if iRnd >= 230 and iRnd < 240:
		caster.cast(gc.getInfoTypeForString('SPELL_WONDER'))
	if iRnd >= 240 and iRnd < 245:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_STIGMATA'), True)
	if iRnd >= 245 and iRnd < 250:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DEMON'), True)
	if iRnd >= 250 and iRnd < 255:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CRAZED'), True)
	if iRnd >= 255 and iRnd < 260:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_WEAK'), True)
	if iRnd >= 260 and iRnd < 265:
		CyEngine().triggerEffect(gc.getInfoTypeForString('EFFECT_SPELL1'),point)
		CyAudioGame().Play3DSound("AS3D_SPELL_DEFILE",point.x,point.y,point.z)
		for iX in range(pPlot.getX()-1, pPlot.getX()+2, 1):
			for iY in range(pPlot.getY()-1, pPlot.getY()+2, 1):
				pLoopPlot = CyMap().plot(iX,iY)
				if pLoopPlot.isNone() == False:
					pLoopPlot.changePlotCounter(100)
	if iRnd >= 265 and iRnd < 270:
		caster.kill(True, PlayerTypes.NO_PLAYER)
	if iRnd >= 270 and iRnd < 275:	
		caster.cast(gc.getInfoTypeForString('SPELL_BURNING_BLOOD'))	
	if iRnd >= 275 and iRnd < 280:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_POTENCY'), True)	
	if iRnd >= 280 and iRnd < 285:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DEATH1'), True)
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DEATH2'), True)
	if iRnd >= 285 and iRnd < 290:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ENTROPY1'), True)
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ENTROPY2'), True)
	if iRnd >= 290 and iRnd < 295:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_UNHOLY_TAINT'), True)	
	if iRnd >= 295 and iRnd < 300:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING1'), True)		
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING2'), True)
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING3'), True)
	if iRnd >= 300 and iRnd < 310:
		caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_BALOR'))
		caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_BALOR'))
		caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_BALOR'))
	if iRnd >= 310 and iRnd < 320:
		caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_WRAITH'))
		caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_WRAITH'))
		caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_WRAITH'))
	if iRnd >= 320 and iRnd < 330:
		caster.cast(gc.getInfoTypeForString('SPELL_WITHER'))
		caster.cast(gc.getInfoTypeForString('SPELL_WITHER'))
		caster.cast(gc.getInfoTypeForString('SPELL_WITHER'))
	if iRnd >= 330 and iRnd < 340:
		caster.cast(gc.getInfoTypeForString('SPELL_WONDER'))
		caster.cast(gc.getInfoTypeForString('SPELL_WONDER'))
		caster.cast(gc.getInfoTypeForString('SPELL_WONDER'))
	if iRnd >= 340 and iRnd < 345:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_STRONG'), True)	
	if iRnd >= 345 and iRnd < 350:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DEMON'), True)
	if iRnd >= 350 and iRnd < 355:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CRAZED'), True)
	if iRnd >= 355 and iRnd < 360:
		CyEngine().triggerEffect(gc.getInfoTypeForString('EFFECT_SPELL1'),point)
		CyAudioGame().Play3DSound("AS3D_SPELL_DEFILE",point.x,point.y,point.z)
		for iX in range(pPlot.getX()-1, pPlot.getX()+2, 1):
			for iY in range(pPlot.getY()-1, pPlot.getY()+2, 1):
				pLoopPlot = CyMap().plot(iX,iY)
				if pLoopPlot.isNone() == False:
					pLoopPlot.changePlotCounter(100)
	if iRnd >= 360 and iRnd < 363:
		caster.kill(True, PlayerTypes.NO_PLAYER)
	if iRnd >= 363 and iRnd < 365:
		caster.cast(gc.getInfoTypeForString('SPELL_BURNING_BLOOD'))	
	if iRnd >= 365 and iRnd < 370:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_VILE_TOUCH'), True)	
	if iRnd >= 370 and iRnd < 380:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_POTENCY'), True)	
	if iRnd >= 380 and iRnd < 385:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_STIGMATA'), True)
	if iRnd >= 385 and iRnd < 390:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_SUNDERED'), True)
	if iRnd >= 390 and iRnd < 395:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DEATH1'), True)
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DEATH2'), True)
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DEATH3'), True)
	if iRnd >= 395 and iRnd < 400:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ENTROPY1'), True)
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ENTROPY2'), True)
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ENTROPY3'), True)
	if iRnd >= 400 and iRnd < 405:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_MAGIC_IMMUNE'), True)
	if iRnd >= 405 and iRnd < 410:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_FEAR'), True)
	if iRnd >= 410 and iRnd < 420:
		newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_WRAITH'), caster.getX(), caster.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_NORTH)
		newUnit.finishMoves()
		newUnit.setHasCasted(True)
		newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ENRAGED'), True)
		newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CRAZED'), True)
		newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_BURNING_BLOOD'), True)
	if iRnd >= 420 and iRnd < 430:
		newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_BALOR'), caster.getX(), caster.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_NORTH)
		newUnit.finishMoves()
		newUnit.setHasCasted(True)
		newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ENRAGED'), True)
		newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CRAZED'), True)	
		newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_BURNING_BLOOD'), True)		
	if iRnd >= 430 and iRnd < 440:
		caster.changeExperience(50, -1, False, False, False)
	if iRnd >= 440 and iRnd < 443:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_TWINCAST'), True)
	if iRnd >= 443:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_IMMORTAL'), True)
 
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