Both damage and effect is not possible yet, but will be implemented most likely in next part in current release cycle. This feature requires few changes in handleSpellcasting (and most likely support in battleAI).
Adding new spells is not as easy as it seems: the problem is spell animation - I don`t know how to handle this w|o scripting. And graphics & sound related config is still missing, but it may work already, not tested though.
You know - actually spellCast method is not that bad. It can be broken in two parts:
Selecting effect by spell ID:
Can be removed using some kind of âconfigurable ACâ format (letâs call it battle effect format) that will contain:
Animation(s) to play (.def files)
Sounds to play on cast
How this animation should be displayed (like positioning)
Selecting text by spell ID: not sure. For spells casted by hero this is trivial. But for creature abilities it seems to be much more complex:
some have one string, some have custom text for multiple targets (age),
some have custom text for killing multiple creatures (death stare),
some have multiple strings that should be displayed one after another (thunderbolt)
Any ideas what we should do here?
AVS, can you make list of what remains hardcoded/not in format so far? Animation defâs, sounds, spellbook icon, spell icon for creature window. What else?
Okay, I just added new spell. It can spawn in Necropolis and can be given via Tome of Water, but game crashes when I open spellbook due to lack of graphics. Trying to get them made
I think there multiple summonings maybe accepted. But not necceserily so. If hero has about 12 different summons, it can fill all battlefield with creatures:-) So maybe first summon (if made by hero not by artefact or starting spell) will make other creatures non accessible.
There must be
"subtype":âcreature.â
âvalâ:5 //5 hit points for each 1 spell power summoned
There is also WOG artefact summoning random dragons at start of the battle. I think it also can be implemented some way through this spells type.
There also an idea of Demonology skill (like in HMM4) increasing effectiveness of summoning spells, so this must be throught out in complexâŚ
PS It will be good if spell to fix (resurrect) NON_LIVING creatures will also be realized.
There will be new bonus type for general summoning, WoGs summoning creature ability will also possible, but not random summoning - this is too specific.
I suggested to Warmonger some abstract creature string names like âfirstLevelCreatureâ,
âsecondLevelCreatureâ etc. to use in bonuses.
If this will be relialized, than random 7th level creature summoning will be possible (for WOG art it will be âsevenLevelCreatureâ with limiter âDRAGON_NATUREâ).
Howâs the work on spells going?
When to expect windows build with spells support?
Now itâs only buf spells? Or damage/summon spells are going to be realized too in near build?
I wanted to ask about DEFs for spells.
is there some requipments for resolution of spell frames?
And how spells are drawn?
Are they centered when viewed in battle, and can be, for example, 515-515?
I played some time with current state of spells modding system (and will play it some time today).
I used Warmonger spells mod as base (but it didnât work properly until i added
"targetModifier":
{
"smart": true //true: friendly/hostile based on positiveness; false: all targets
}
to every level block. Cursor in battle didnât allow to choose creatures to use spells on them without this addings).
As i understand now, user can only use âanimâ: so far. And cannot yet use own spell animations. Is this right?
PS When i set âanimâ : -1, game crashed on spell with âanimâ:-1. So i had to replace -1 by id of some standard spells.
Is work is planned on adding custom summon creatures in distant future? It can use existing SUMMON_EARTH_ELEMENTAL/SUMMON_WATER_ELEMENTAL (for double wide creatures) mechanics. Because we donât want now to allow filling battle screen with a lot of stacks:-)
Most likely there is a bug. It should work w|o smart targeting but work different. And yes, âsmartâ: true is now required in almost all cases (non smart spells are Armageddon, Death ripple and may be no more yet).