Json configuration for spells

How about adding “castLimit”:n (limit of cast per day) to spell levels configuration?
It will help dimension door too…

  1. maximum morale is +3
  2. this (configuration for adv spell) feature is not complete and anything may change.
  3. 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.

That’s one cool feature, so i’ll play with it :mrgreen:
Can AI use these custom spells for adventure map?
As for me, I can limit spell casting by my will :sunglasses:

VCAI isn’t capable of casting any adventure map spells. :frowning:

Of course you may do what you want with adv spells, but please don`t complain about missing features :wink: But patches are always welcome :slight_smile:

I hope I will finish my current hell of materials work in march, and will try to fix something.
I must remember GIT magic as well :sunglasses:

I plan to at least fix IMPROVED_NECROMANCY, so it will be configurable (user will write in “subtype” which creature to rise).

By the way, what is with summoning spells?

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).

It’s sad:-(

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

{
	"repair":
	{
		"type": "combat", 
		"name": "Repair",
		"school":
		{
			"air": false,
			"earth": true,
			"fire": false,
			"water": false
		},
		"level": 4,
		"power": 30,
		"defaultGainChance": 3, 
		"gainChance":
		{
			"tower": 5
		},
 
		"animation":{
			"affect":"repair/repair"]
		},		
 
		"flags" : {"positive":true,"rising":true},
		
	//	"immunity":{"UNDEAD":true,"NON_LIVING":false},
 
		//flags structure of bonus names,any one of these bonus grants immunity
		"absoluteLimit":
		{
			"NON_LIVING" : true,
			"SIEGE_WEAPON" : true
		},
 		"limit":
		{
			"NON_LIVING" : true
		},
		//graphics - OPTIONAL; object;
		"graphics":
		{
			"iconBook": "repair/back0.bmp",
			"iconScroll": "repair/back1.bmp",
			"iconScenarioBonus": "repair/back2.bmp",
			"iconEffect": "repair/back3.bmp"
		},
		"sounds":
		{
			"cast":"spell_sounds/fixit"
		},
		"targetType" : "CREATURE",//_EXPERT_MASSIVE",
 
		"levels":
		{
			"none":
			{
				"description": "Repairs mechanisms, non-living creatures and siege weapons.",
	 
				"cost": 35,
				"power": 0,
				"aiValue": 17,
				"range": "0",
				"targetModifier":{"smart":true}
			},
			"basic":
			{
				"description": "Repairs mechanisms, non-living creatures and siege weapons.",
	 
				"cost": 35,
				"power": 200,
				"aiValue": 17,
				"range": "0",
				"targetModifier":{"smart":true}
				},
			"advanced":
			{
				"description": "Repairs mechanisms, non-living creatures and siege weapons.",
	 
				"cost": 35,
				"power": 300,
				"aiValue": 18,
				"range": "0",
				"targetModifier":{"smart":true}
			},
			"expert":
			{
				"description": "Repairs mechanisms, non-living creatures and siege weapons.",
	 
				"cost": 35,
				"power": 400,
				"aiValue": 19,
				"range": "0",
				"targetModifier":{"smart":true}
			}
		}
	}
 
}

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. :unamused:

By the way, made spell, that lowers stack speed to 0.

"type":"STACKS_SPEED",
"valueType":"PERCENT_TO_ALL",
"addInfo":100,
"val":-100,
"duration": "UNITL_BEING_ATTACKED"

It works well (unit not moving), but on screen error console message shows (in green font) - look image.
It’s not an error, maybe just suppress error console on battle screen?


It is a bug (not related to spells). Stack should not try to move if it have zero speed.

This is my first attempt to revive forgotten Fear spell in H3/VCMI
www101.zippyshare.com/v/F1YFKP8V/file.html


Please note, that Fear spell was planned diffirent than Azure’s Dragon ability. I try to configure it using these informations:
heroes.thelazy.net/wiki/Fear_(spell
heroescommunity.com/viewthread.p … 6509#focus

I created new summon spell summonGenie

It’s not good how currently number of summoned creatures is checked.
If my hero has 12 spellpower, and power=1 for expert level, it summons 12 genies.
It would be good enough, if it took power=120, for example, 120/40 genie hit points=3, and summoned 3 genies.
Currenlty I could not create summon devils, for example, 1 devil or another 7th level creature for each spell power is cheating.

PS It looks like power=30 in root of spell config is ignored, and only n level power is used. As I remember, in old configuration root power * spell power of herp + level power bonus gave full damage of spell.

Implemented. Added bool flag summonByHealth. F.e. 12 SP, 10 Level power, 40 HP => 3 creatures

1 Like

Only standard h3 creaures can be summoned?
When I type

console says failed to resolve identifier…

Try full identifier (with mod id).

“id”:“hota.pirate”,
or
“id”:“hota.cove.pirate” doesn’t work either ;[

shoud be hota.cove:pirate

it works, thank you! But mod id must not contains capital letters.
For example:
“id”:“doomMod.lostsoul” - is bad
“id”:“doommod.lostsoul” - is good
Maybe it’s obvious…