In spell Champions Marsch propagator HERO is commented.
So when spell is cast, green counter appears, but morale is not increased. And in creatue window there is no icon of active spell.
In spell Bard Song propagator is not commented, so luck is applied.
These hymns are not assigned to any magic school, so in magic book this is corruption - there are only 4 defs for spell level indicatings (for each school), so it goes outside of array schoolBorders] and takes cadre from another def (Schools.def) that should not be there.
I think there must be check - is spell school is not set, that do not try to load graphics from schoolBorders. hymns-mod.zip (61.8 KB)
Or then allow some time to add new Spell Schools Info with Secodary Skills.
To change AIR_SPELL_DMG_PREMY to SPELL_DMG_PREMY with “subtype”:"spellSchool.air"
and so on.
Magic Book problem
Leave it be - 4 elemental magics will have their own pages, and all other schools will go to united combat spells pages.
Move magic book to json, so user can make other schools pages.
Or cause, it will require a lot of work, don’t expect it to 1.0 version.
It will require to move secondary skills bonuses to json also.
Adventure map spells are working, this is really great.
But I have question.
For example, this spell (and all adventure spells rising some value) gives + to morale. I cast it 3 times, and it gives +6 morale on expert. I want to allow only 1 cast per turn for hero (or I cast it 20 times and will get +60 morale till end of turn.
I tried to use “counters” but it doesn’t help. Is there is a way to prevent it from multiple casts?
this (configuration for adv spell) feature is not complete and anything may change.
any suggestions for adventure spell configuration will be rejected until scripting will be implemented. Consider adventure spell configuration as internal engine feature an NOT intended for modding.
I looked into sources, it seems that something is changed for summoning spells.
Is it already can be configured through json?
What bonus type goes for summoning, if implemented?
I don`t have plans to implement summoning configuration right now. It will be part of second version of configuration format - kind of distant future (after json map format & scripting).
By the way, seems like a bug.
In VCMI 0.97 this spell worked (repaired non-living things).
In last builds this spell on activation writes that it will affect no one.
Setting “smart”:true to false don’t help
And how about summoning spells?
I personally wait them more than one year.
Let’s make them same as summoning elementals (only one type of summoning spells can be cast after first casting), passing through “subtype” type of monsters, and deciding quantity of monsters through “power”/hitPoints.
Just make them already, please.