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Thread: About modding spells | |
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted March 16, 2007 06:44 PM |
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About modding spells
Ok I know this is bad style, I hope you will bear over with me. I just randomly discovered this, and I don't know whether people are familiar with this thing. I don't remember having seen this before, and I'm rather excited about the possibilities it might open for.
I happened to browse through this path in the data folder:
data/GameMechanics/spell
Where I find several subfolders named:
Adventure_Spells
Combat_Spells
Creature_Abilities
Hero_Abilities
Hero_Skills
SpellLikeEffects
Test
TownSpecializations
The Combat Spells folder is particularly interesting, because it seems to include data on all the spells - both graphically, but also real damage data. Here are a couple of extracts from data files:
Fireball
<Spell ObjectRecordID="115">
<TableID>SPELL_FIREBALL</TableID>
<NameFileRef href="/Text/Game/Spells/Combat/Fireball/Name.txt"/>
<ThisIsANameFileRef href="/Text/Game/Spells/Combat/Fireball/ThisIsAName.txt"/>
<LongDescriptionFileRef href="/Text/Game/Spells/Combat/Fireball/Long_Description.txt"/>
<Texture href="/Textures/SpellBook______2618/Spells/Spell_Fireball.xdb#xpointer(/Texture)"/>
<EffectTexture href="/UI/Common/Icons/Spell_Buff_Icons/Fireball.(Texture).xdb#xpointer(/Texture)"/>
<CombatLogTexts/>
<Level>3</Level>
<MagicSchool>MAGIC_SCHOOL_DESTRUCTIVE</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<IsAimed>true</IsAimed>
<IsFriendly>false</IsFriendly>
<TrainedCost>6</TrainedCost>
<damage>
<Item>
<Base>11</Base>
<PerPower>11</PerPower>
</Item>
<Item>
<Base>14</Base>
<PerPower>14</PerPower>
</Item>
<Item>
<Base>17</Base>
<PerPower>17</PerPower>
</Item>
<Item>
<Base>20</Base>
<PerPower>20</PerPower>
</Item>
</damage>
<duration/>
<Effect href="/Effects/_(Effect)/Spells/FireBallHit.xdb#xpointer(/Effect)"/>
<SoundEffect href="/Sounds/_(Sound)/Spells/Fireball.xdb#xpointer(/Sound)"/>
<Decal href="/_(Decal)/Arena/Spells/Fireball.(Decal).xdb#xpointer(/Decal)"/>
<HitDelay>0</HitDelay>
<MagicElement>
<First>ELEMENT_FIRE</First>
<Second>ELEMENT_NONE</Second>
</MagicElement>
</Spell>
Haste
<Spell ObjectRecordID="128">
<TableID>SPELL_HASTE</TableID>
<NameFileRef href="/Text/Game/Spells/Combat/Haste/Name.txt"/>
<ThisIsANameFileRef href="/Text/Game/Spells/Combat/Haste/ThisIsAName.txt"/>
<LongDescriptionFileRef href="/Text/Game/Spells/Combat/Haste/Long_Description.txt"/>
<Texture href="/Textures/SpellBook______2618/Spells/Spell_Haste.xdb#xpointer(/Texture)"/>
<EffectTexture href="/UI/Common/Icons/Spell_Buff_Icons/Haste.(Texture).xdb#xpointer(/Texture)"/>
<CombatLogTexts/>
<Level>1</Level>
<MagicSchool>MAGIC_SCHOOL_LIGHT</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<IsAimed>true</IsAimed>
<IsFriendly>true</IsFriendly>
<TrainedCost>4</TrainedCost>
<damage>
<Item>
<Base>0.1</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>0.2</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>0.3</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>0.4</Base>
<PerPower>0</PerPower>
</Item>
</damage>
<duration>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
</duration>
<Effect href="/Effects/_(Effect)/Spells/Haste.xdb#xpointer(/Effect)"/>
<SoundEffect href="/Sounds/_(Sound)/Spells/Haste.xdb#xpointer(/Sound)"/>
<Decal/>
<HitDelay>1</HitDelay>
<MagicElement>
<First>ELEMENT_NONE</First>
<Second>ELEMENT_NONE</Second>
</MagicElement>
</Spell>
Am I mistaken, or will this not make us able to not only change excisting spells (for instance: What has basic Haste to have such a low percentage compared to basic slow?), but also potentially make new spells, at least with some limits!?
Maybe I'm totally overreacting, but I don't recall ever having seen this before, and I'm really excited by this!
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What will happen now?
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ZombieLord
Promising
Famous Hero
that wants your brainz...
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posted March 16, 2007 06:49 PM |
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Yes, that allows you to change spells. Not sure about adding new spells, though because the <TableId> is in the exe (I think). And as you see, there is no information regarding that Haste improves initiative...
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted March 16, 2007 06:51 PM |
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Yes, I just noticed the same.
Still - it's a start.
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What will happen now?
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EliteKill
Promising
The Starless
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posted March 17, 2007 11:42 AM |
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Well, I've noticed that after I installed my HoF and looked at the new spells. I attempted to get them in the game (and I did with regeneration, although I forgot how) by changing thier school from SPECIAL to the respective schools (Liht for Regeneration). I'm still trying to get them in...
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dschingi
Famous Hero
the guy with the dragon golem
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posted March 17, 2007 05:40 PM |
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I don't believe it's possible for us to create new spells. All the spells seem to be implemented in the index.bin file. So this file takes all information about the spells which is specified in the xdb files and uses it for whatever the spell does. Hence the name of the xdb files is also written in index.bin, that would make it completely useless for us to create new xdb files in the spell directory (useless at least for describing new spells)
@EliteKill
Did the spell work properly in the game? I mean did you just have it in your spellbook or did it actually work in a battle?
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open source for an open mind
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted March 17, 2007 06:23 PM |
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Quote: Well, I've noticed that after I installed my HoF and looked at the new spells. I attempted to get them in the game (and I did with regeneration, although I forgot how) by changing thier school from SPECIAL to the respective schools (Liht for Regeneration). I'm still trying to get them in...
only divine vengeance works with this way
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dschingi
Famous Hero
the guy with the dragon golem
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posted March 17, 2007 07:08 PM |
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Edited by dschingi at 23:18, 17 Mar 2007.
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You are right and there is not even an icon for Divine Vengeance. The game probably doesn't entirely include the new spells yet.
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open source for an open mind
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EliteKill
Promising
The Starless
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posted March 17, 2007 07:44 PM |
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@ dschingi: There is an icon for Divine Venegeance Also, the spell worked like a First Aid Tent but with dispelling debuffs a well as healing
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dschingi
Famous Hero
the guy with the dragon golem
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posted March 17, 2007 07:51 PM |
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There is an icon called Divine Wrath, but it's not directly assigned to Divine Vengeance. There is the Lightning Bold icon instead.
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open source for an open mind
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EliteKill
Promising
The Starless
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posted March 17, 2007 07:53 PM |
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Well, than you can maybe redirect the icon to the Divine Wrath icon...
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Homer171
Promising
Supreme Hero
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posted March 17, 2007 11:09 PM |
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I just read Adventure Spells thread and it gave me crazy ideas how great it would be to have spell mods and actually play whit others whit diffrent rules.
Now seeing that my 'dreams' comes even closer to alive feels great. Too bad it's not possible to add new spells yet but what about new blocked spells... Anyway to open them?
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