Need some help with modding

No, resource generation bonus gives resource everyday. Crystal Dragon ability give +3 crystal per week at the beginning of each week. It’s H3 mechanism, not inconistence.

It’s prevents to duplicate bonuses.

Crystal Dragon ability give +3 crystal per week at the beginning of each week. It’s H3 mechanism, not inconistence.

Ah, ok.

I thought again about it, and i still think this special crystal dragon bonus is nonsense. Just add an addInfo to the standard resource generation bonus. Two values. First value amount of generated resource. Defaults to 1. Second interval in days. Defaults to 1. This would be compatible with all bonuses and mods except the crystal dragon, where you would have to add “addInfo” : [ 3, 7 ]

Is it possible to make a spell that targets a dead stack? Any dead stack, regardless of friend or foe. And one of the effects should be remove that dead stack.

Ask Ivan, he’s been messing with Demon Summoning recently.

Don’t think that this is possible.

Closes one would probably be Demon Summon (daily builds only).
There is also Sacrifice which removes corpse and Heal which can target dead stacks (for Resurrection).

However Demon Summon should only target friendly stacks (don’t see that check for some reason, will investigate). And its only possible effect is to raise a new unit.

Well, too bad :slight_smile:

I thought of 2 possible new spells:

  1. “Resurrect” (summon) skeletons from a dead stack. Not gainable, no magic school, tied to the necromancy skill.
  2. Regain spell points by destroying a dead stack. Should be an inferno only option. But i don’t know how to limit it to inferno by now :slight_smile:

Too bad that this isn’t possible.

BTW: I’m currently experimenting with removing death ripple and animate dead from the available spells, and tie them to the necromancy skill. That is: Necromancy skill simply puts these into your spellbook. That gets rid of the nonsense of these two spells showing up in the magic guild of any “good” faction.

Ad. 1. It’s possible but only with our dead stacks. But I don’t know how to tie special spell with necromancy

I think it is possible. There is SPELL bonus which should give spell to hero. Should be possible to add this bonus to Necromancy

Tie a spell with a skill is easy :slight_smile: Just set the defaulGainChance to 0, and modify the skill to give that spell. Works quite well. The only problem i see here is the spell power. It should be the normal hero power, nothing special.

Regarding our dead stacks: I think it is currently impossible. The only spell that is applicable to dead stacks is resurrection or animate dead. And these spells “summon” a stack of the same type as the dead stack. What i would like to have is a skeleton rising from dead stacks. Like the mage ability in H4. Great spell for necromancers :slight_smile:

My current necromancy skill mod looks like this:

	"core:necromancy" : {
		"basic" : {
			"effects" : {
				"spell1" : {
					"type" : "SPELL",
					"subtype" : "spell.deathRipple",
					"val" : 1,
				"spell2" : {
					"type" : "SPELL",
					"subtype" : "spell.animateDead",
					"val" : 1,
				},
				},
			},
		},
		"advanced" : {
			"effects" : {
				"spell1" : {
					"type" : "SPELL",
					"subtype" : "spell.deathRipple",
					"val" : 2,
				},
				"spell2" : {
					"type" : "SPELL",
					"subtype" : "spell.animateDead",
					"val" : 2,
				},
			}
		},
		"expert" : {
			"effects" : {
				"spell1" : {
					"type" : "SPELL",
					"subtype" : "spell.deathRipple",
					"val" : 3,
				},
				"spell2" : {
					"type" : "SPELL",
					"subtype" : "spell.animateDead",
					"val" : 3,
				},
			}
		}

Additionally i set the defaulGainChance to 0 (in spells.json), and the gain chance for necromancers to 3. So this spell may show up now in necromancer castles, but in no other castles. And every necromancer has it.
Further i assume that the “val” here is related to the level of the magic school. So here necromancy is treated like a magic school, which is reasonable.
In the pavillon mod there is a hero who comes with necromancy. He then should have these two spells from the start too. Not yet tested though.

As I said - in current version (develop/daily builds) Pit Lord’s ability is now a spell.
Meaning, you can create “raise skeletons” spell that will work similarly to Demon Summoning but raise Skeletons instead of Demons.

Also, you might want to add flag "special": true to Death Ripple / Animate dead, othervice it will still show up in Conflux’s Grail

See current version of Demon Summon here:

Thanks! :grinning:

Another problem:

I want a spell that targets siege machines. So i currently have:

		"targetCondition" : {
			"anyOf" : { 
				"core:creature.ballista":"absolute",
				"core:creature.firstAidTent":"absolute",
				"core:creature.ammoCart":"absolute",
				"core:creature.arrowTower":"absolute",
			},
		},

That is not optimal. This misses f.ex. the HotA cannon or the plague tent. Is there some way to target any siege machine?

Try:

		"targetCondition" : {
			"anyOf" : { 
				"core:creature.ballista":"absolute",
				"core:creature.firstAidTent":"absolute",
				"core:creature.ammoCart":"absolute",
				"core:creature.arrowTower":"absolute",
                "hota:creature.cannon":"absolute",
                "andruids-expansion.plaguetent:creature.plagueTentCreature":"absolute",
			}
		},

People already did that.

Assume Control - from Forge 2K, Reconstruction - from Court.

assumeControl.json (3.6 KB)
reconstruction.json (2.3 KB)

Didn’t try these spells yet, though :stuck_out_tongue_winking_eye:

Thanks for reply, but these are not what i want. These spells are targeting NON_LIVING, which is f.ex. Golems and the like. For assumeControl this is f.ex.:

		"targetCondition" : {
			"allOf" : {},
			"anyOf" : {
				"core:bonus.NON_LIVING": "normal",
				"core:bonus.UNDEAD": "normal"},			
			"noneOf" : {}
	},	

So this is targeting NON_LIVING and UNDEAD. Not what i want. I want only war machines. For now those that are listed in misiokles’ answer. But i want to target any war machine, not only those from that list, but any other war machine that exists or will exist at some time. For bonuses there exists such a method. You may limit bonuses to war (siege) machines with:

"limiters" : [
    "noneOf",
    "IS_UNDEAD",
    {
        "type" : "HAS_ANOTHER_BONUS_LIMITER",
        "parameters" : [ "SIEGE_WEAPON" ]
    }
]

That is what i want for targetCondition.

The idea is a “repair” “spell”, like the reconstruction, but limited to siege weapons. It is importent that this spell only targets those “creatures” that do not count for loosing the battle. It will be an extreme cheap spell, no magic school, gainChance of zero, and tied to these skills: First Aid, Artillery, Ballistics and Archery. The boost_core mod sets these skills to increase the health of those war machines. I prefere something that on one hand lets you repair your machine at the cost of one round of spell casting, and on the other hand just let the health of these machines at their default value.

BTW.: What is this “absolute” for? Are there other options? Like f.ex. targeting the listed creature plus all of its upgrades? F.ex. the Cannon might be an upgrade of the Ballista. Sure, it will never be possible to really upgrade it, but this way all bonuses for artillery also apply to the cannon.

SIEGE_WEAPON is also a bonus type, just like UNDEAD. It appears undocumented, but all OH3 machines have it.

Ah! Great! :grin:
BTW: I think i will add this “spell” as natural ability to Peasants and Gremling :slight_smile:

I can already see that HotA Cannon and Court war machines have SIEGE_WEAPON as well.