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Json configuration for spells
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AVS 

Joined: 25 Feb 2011
Posts: 543
Location: Russia

Posted: 2014-03-01, 23:59   Json configuration for spells

* Part 2 of spell configuration rewrite is almost done (not commited yet)
* new format is described here
* it should be already modable (untested though) - changes to existing spells and addition of new combat (de) buffs and probably offensive spells.

Few questions:
1) any suggestions to format?
2) there is field "iconImmune". currently all icons used there are part of WoG mod. What to do: put icons to VCMI essentials or move config for that field to WoG?
 
     
Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1528
Location: Warsaw, Poland

Posted: 2014-03-08, 19:15   

I think it would be nice to be able to have both damage and debug in one spell (Deep Freeze comes to my mind), possibly also other effects. In general, extending logic of GameHandler::handleSpellcasting and immunities / targeting system is always good, though not urgent.

Quote:
What to do: put icons to VCMI essentials or move config for that field to WoG?

I disussed this issue with Kuririn already. Possible solutions are:
- Ask modders to provide icon for every new spell
- Use one icon for all spells that don't have one already
- Generate icon automaticlaly, based on spell icon :?:

Also, is it possible to ADD new spell now? That would be beyond awesome.
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AVS 

Joined: 25 Feb 2011
Posts: 543
Location: Russia

Posted: 2014-03-08, 21:13   

Warmonger wrote:
I think it would be nice to be able to have both damage and debug in one spell (Deep Freeze comes to my mind), possibly also other effects. In general, extending logic of GameHandler::handleSpellcasting and immunities / targeting system is always good, though not urgent.

Quote:
What to do: put icons to VCMI essentials or move config for that field to WoG?

I disussed this issue with Kuririn already. Possible solutions are:
- Ask modders to provide icon for every new spell
- Use one icon for all spells that don't have one already
- Generate icon automaticlaly, based on spell icon :?:

Also, is it possible to ADD new spell now? That would be beyond awesome.


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.
 
     
Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1528
Location: Warsaw, Poland

Posted: 2014-03-08, 21:52   

Quote:
the problem is spell animation - I don`t know how to handle this w|o scripting

For now we can allow only local animations - like AC format. Just to make it work.
Quote:
And graphics & sound related config is still missing

Right, just noticed, but shouldn't be difficult from here.
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AVS 

Joined: 25 Feb 2011
Posts: 543
Location: Russia

Posted: 2014-03-08, 22:06   

Warmonger wrote:
Quote:
the problem is spell animation - I don`t know how to handle this w|o scripting

For now we can allow only local animations - like AC format. Just to make it work.


I`m talking mostly about CBattleInterface::spellCast - to much hardcoded. (Get rid AC format in favour of resource path is not a problem)
 
     
Ivan 
VCMI programmer

Age: 25
Joined: 08 May 2009
Posts: 1438
Location: Ukraine
Posted: 2014-03-08, 22:46   

You know - actually spellCast method is not that bad. It can be broken in two parts:
1) 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)

2) 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?
 
     
AVS 

Joined: 25 Feb 2011
Posts: 543
Location: Russia

Posted: 2014-03-09, 00:10   

Ivan wrote:

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?


Just found hardcoded "spellSelMode = FREE_LOCATION" for firewall & force field. May be there are a few more.
 
     
Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1528
Location: Warsaw, Poland

Posted: 2014-03-09, 10:40   

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 ;)

https://www.dropbox.com/s...ewOldSpells.zip
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Macron1 

Joined: 02 Apr 2013
Posts: 574
Posted: 2014-03-09, 22:23   

1) That's great news. Is new build is planned as this will became stable?

2) Is there a possibility to create new summoning spells? Like summoning new/old creatures depending hit points on spell power? I wait these spells most.
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Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1528
Location: Warsaw, Poland

Posted: 2014-03-09, 22:25   

Ahh, and there are some graphics thanks to J.M.Sower
http://www.mediafire.com/...cyv7/spells.rar

Good luck with that, AVS :)
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AVS 

Joined: 25 Feb 2011
Posts: 543
Location: Russia

Posted: 2014-03-10, 06:07   

@Warmonger, thanks for testing material. :)

Macron1 wrote:

2) Is there a possibility to create new summoning spells? Like summoning new/old creatures depending hit points on spell power? I wait these spells most.


The problem with summoning spells: it is allowed to summon only one creature (elemental), what rules should be if new spells can summon too?
 
     
Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1528
Location: Warsaw, Poland

Posted: 2014-03-10, 10:18   

Also, here's simple test map I made yesterday.

Testy new spells.h3m
Download 215 Time(s) 3 KB

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Macron1 

Joined: 02 Apr 2013
Posts: 574
Posted: 2014-03-10, 11:59   

AVS wrote:
@Warmonger, thanks for testing material. :)

Macron1 wrote:

2) Is there a possibility to create new summoning spells? Like summoning new/old creatures depending hit points on spell power? I wait these spells most.


The problem with summoning spells: it is allowed to summon only one creature (elemental), what rules should be if new spells can summon too?


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.<name of 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.
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AVS 

Joined: 25 Feb 2011
Posts: 543
Location: Russia

Posted: 2014-03-10, 15:15   

Macron1 wrote:

There must be
"subtype":"creature.<name of 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 will be new bonus type for general summoning, WoGs summoning creature ability will also possible, but not random summoning - this is too specific.
 
     
Macron1 

Joined: 02 Apr 2013
Posts: 574
Posted: 2014-03-10, 15:20   

AVS wrote:
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").
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