it should be already modable (untested though) - changes to existing spells and addition of new combat (de) buffs and probably offensive spells.
Few questions:
any suggestions to format?
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?
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.
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.
You know - actually spellCast method is not that bad. It can be broken in two parts:
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)
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?
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
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.”
“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.
There will be new bonus type for general summoning, WoGs summoning creature ability will also possible, 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”).
How’s the work on spells going?
When to expect windows build with spells support?
Now it’s only buf spells? Or damage/summon spells are going to be realized too in near build?
I wanted to ask about DEFs for spells.
is there some requipments for resolution of spell frames?
And how spells are drawn?
Are they centered when viewed in battle, and can be, for example, 515-515?