Help with mods - questions


#61

Rising non living creatures stopped working in 0.98.
Before that “rising” and “absoluteLimit” worked well

{
	"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":"spells/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}
			}
		}
	}
 
}


#62

You better to use [code] or ``` on own line around the blocks of JSON / code.
Discourse primary formatting is markdown so it’s works better here.

UPD: Or even better:

```json
{
	"test": 123
}
```

#63

I’m such a fool.


I always thought that arrow towers have hp and they are destroyed when their hp=0. But no, mechanics is completelly different, there is chance to hit. Missing hit - towers shoot, hit - towers are destroying imidiatelly. So I can’t find a way to help towers via spell from destruction :frowning:


#64

In Grove town one of the heroes (Velkyn) has specialty in spell Blind. Code is simple.

"specialty": //blind
		[
			{
				"bonuses":
				[
					{
						"type": "SPECIAL_SPELL_LEV",
						"subtype": "spell.blind",
						"addInfo": 0 //normal, like most of hereos
					}
				]
			}
		]

But what practically such specialisation gives?
Blind effect is:

So, specialty in Blind means that deactivating attack is retaliated at 49% of base attack rating.? Or such specialty is rather dump?


#65

This bonus only applicable to health point calculations (damage, indirect damage, healing)

UPD. It also works only for hero (creature spells are not affected)


#66

So which bonus should be write to hero’s specialty to work as Blind spell specialist?


#67

You can try using SPECIAL_PECULIAR_ENCHANT, but it is nearly useless in case of Blind.
Unfortunately there is no generic bonuses applicable to timed spell effects power.


#68

That’s I’m asking for. I want to study existing mods searching such uselles bonifications and try to replace with something similar. I think in case of Blind the most practical bunus will be MAXED_SPELL (Spell always has expert effects but not expert range) - usefull in the early game or if hero won’t learn expert fire magic.


#69

@misiokles while I`m working on PR 359, you have time to request new spell features to be included there.


#70

It’s not only about new features, only lack of information at wiki, what are propagators and limits of any bonus :slight_smile:


#71

Authentication on wiki now work properly so hopefully someone will help us get it up to date.


#72

@AVS

Tw features are needed for major modding team:

  1. Creature ability to resurrect only exact types of creatures - so basically a resurrect spell casted by creature that will only work on certain defined types of creatures, for example “repair” that will work only on golem and upgraded golem.

  2. Less important feature - configurable aura like unicorn aura (gives effect to friendly or enemy units at neighboring hexes) but with ability to add custom effect: bonus attack or defense to nearby creatures, spell vulnerability etc.


#73

@Dydzio, proper solution is adding custom bonus type (planned but not yet possible) and then use it as absoluteLimit


#74

@AVS

Edited post and added more info


#75

Technically - to do that, it is needed only new configurable RESSURECTION or ANIMATE DEAD or RISE UNLIVING bonus. Rest of it should do “limeter”.
For example:

"effects": { "riseGolems": { "type": "RESSURECTION", "subtype" : "", "addInfo" : "", "val": "limiters": [ { "type":"CREATURE_TYPE_LIMITER", "parameters": [ "stoneGolems", true ] } ] } }

I have another question. I spell schema json I can find:

Where is the list of available {xxx} formating?


#76

So you want custom effect inherit format from bonus? This is interesting idea, but need to be properly designed

@misiokles it is just yellow header


#77

Now, we have few configurable spell bonuses like: POISON, FORGETFULL, SLAYER, IN_FRENZY. I guess, that new bonus for example like RESSURECTION should work the same way. So can be applied to spells, heroes, creature abilities, specialties and artifacts.


#78

You`ve gone to far…:scream:


#79

Not really. I gave creature WHIRPOOL PROTECTION ability, which is artifact bonus and travel with this creature through whirpools is save, no one is hurts :slight_smile:
I wrote a spell that grants creature SIEGE_WEAPON ability for few rounds and creature is able to attack siege walls:)
I wrote a hero specialty that only under his command, centauri can shoot. There’s lots of possibilites, still some BONUSES are needed :slight_smile:


#80

I mean that resurrection is Effect (say ERM receiver) not bonus (just custom object property)

UPD. IOW there is a bonus to allow to cast any spell, but there is no bonus to grant certain spell effect to bonus bearer.