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 “configurable AC” format (let’s 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 def’s, 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":“creature.”
“val”: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 complex…
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 “firstLevelCreature”,
“secondLevelCreature” 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 “sevenLevelCreature” with limiter “DRAGON_NATURE”).
How’s the work on spells going?
When to expect windows build with spells support?
Now it’s 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 didn’t work properly until i added
"targetModifier":
{
"smart": true //true: friendly/hostile based on positiveness; false: all targets
}
to every level block. Cursor in battle didn’t allow to choose creatures to use spells on them without this addings).
As i understand now, user can only use “anim”: so far. And cannot yet use own spell animations. Is this right?
PS When i set “anim” : -1, game crashed on spell with “anim”:-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 don’t 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, “smart”: true is now required in almost all cases (non smart spells are Armageddon, Death ripple and may be no more yet).
I have another question.
For timed spells there is “duration” : “N_TURNS” attribute.
If i set it, it’s something about 12 turns until spell is dispelled.
Can this duration be customized in future (to exactly write how many turns spell must work)?