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.
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’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.
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…