ShiryuX   
		
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Experimental Spells Build 
			 
			
				Hello, 
First of all, sorry for my lack of activity in the last time, some of you reported some bugs in the forum and I didn't send them to the SVN. The main reason I had files heavily modified, and the second one is I have a bad memory.
 
Now, to the topic, this is an  experimental build and bugs MUST BE submitted only IN THIS TOPIC. At the end of the post you will find a download link with the modified files and the sphere version. So, more or less, this is a public alpha testing.
 
This is the changelog:
 
Code: 
 * SPELLFLAG_SCRIPTED changes behavoir and allows to mix with _SUMMON, _FIELD, _AREA, _FX_BOLT, _POLY. 
* SPELLFLAG_FX_BOLT will totally work now. EFFECT_ID can be overrided with LOCAL.CreateObject1. 
* SPELLFLAG_FIELD too, affecting default spells. EFFECT_ID can be overrided with LOCAL.CreateObject1/2. 
  The default Width is 7 and Gauge is 1, overrided with LOCAL.fieldWidth/fieldGauge. 
* SPELLFLAG_AREA also works, the default radius are the following: 
    - SPELL_Arch_Cure = 5 
    - SPELL_Arch_Prot = 5 
    - SPELL_Explosion = 2 
    - SPELL_Mass_Curse = 5 
    - SPELL_Reveal = 12 
    - SPELL_Chain_Lightning = 5 
    - SPELL_Mass_Dispel = 15 
    - SPELL_Meteor_Swarm = 4 
    - SPELL_Earthquake = 12 
    - Default if none = 4 
  The effect of course, if it's a custom spell, must be scripted. 
* SPELLFLAG_SUMMON is supposed to work. Default IDs are already known, overrided with LOCAL.CreateObject1. 
* Even default spells must have the correct flags or else they won't work. 
* Spells that will work anyway: 
  - 1st: Create Food, Heal, Night Sight, Reactive Armor, Clumsy, Feeblemind, Weaken 
  - 2nd: Agility, Cunning, Cure, Protection, Strength, Harm, Magic Trap, Magic Untrap 
  - 3rd: Bless, Poison, Magic Lock, Unlock, Telekinesis, Teleport 
  - 4th: Great Heal, Curse, Lightning, Recall 
  - 5th: Dispel Field, Mind Blast, Magic Reflection, Paralyze, Incognito, Summon Animal 
  - 6th: Invis, Dispel, Mark 
  - 7th: Flame Strike, Gate Travel, Mana Drain, Mana Vampire, Polymorph 
  - 8th: Resurrection 
* Can modify flamestrike effect id now. 
* Also, spell Summon Creature can be overrided with LOCAL.CreateObject1. 
* Added SPELLFLAG_TARG_DEAD so you can create spells for dead people. (I believe there's a Necro spell that should use this) 
* Added SPELLFLAG_DAMAGE for damage that along with produce HARM they deal DAMAGE. The default types are the following: 
    - SPELL_Harm        = DAMAGE_MAGIC | DAMAGE_POISON | DAMAGE_GENERAL | DAMAGE_NOREVEAL 
    - SPELL_Mind_Blast        = DAMAGE_MAGIC | DAMAGE_POISON | DAMAGE_GENERAL | DAMAGE_NOREVEAL 
    - SPELL_Explosion        = DAMAGE_MAGIC | DAMAGE_HIT_BLUNT | DAMAGE_GENERAL | DAMAGE_NOREVEAL 
    - SPELL_Energy_Bolt        = DAMAGE_MAGIC | DAMAGE_HIT_PIERCE | DAMAGE_NOREVEAL 
    - SPELL_Magic_Arrow        = DAMAGE_MAGIC | DAMAGE_HIT_PIERCE | DAMAGE_NOREVEAL 
    - SPELL_Fireball        = DAMAGE_MAGIC | DAMAGE_HIT_BLUNT | DAMAGE_FIRE | DAMAGE_NOREVEAL 
    - SPELL_Fire_Bolt        = DAMAGE_MAGIC | DAMAGE_HIT_BLUNT | DAMAGE_FIRE | DAMAGE_NOREVEAL 
    - SPELL_Fire_Field        = DAMAGE_MAGIC | DAMAGE_FIRE | DAMAGE_GENERAL | DAMAGE_NOREVEAL 
    - SPELL_Flame_Strike    = DAMAGE_MAGIC | DAMAGE_FIRE | DAMAGE_GENERAL | DAMAGE_NOREVEAL 
    - SPELL_Meteor_Swarm    = DAMAGE_MAGIC | DAMAGE_HIT_BLUNT | DAMAGE_FIRE | DAMAGE_NOREVEAL 
    - SPELL_Earthquake        = DAMAGE_MAGIC | DAMAGE_HIT_BLUNT | DAMAGE_GENERAL | DAMAGE_NOREVEAL 
    - SPELL_Lightning        = DAMAGE_MAGIC | DAMAGE_ELECTRIC | DAMAGE_GENERAL | DAMAGE_NOREVEAL 
    - SPELL_Chain_Lightning    = DAMAGE_MAGIC | DAMAGE_ELECTRIC | DAMAGE_GENERAL | DAMAGE_NOREVEAL 
    - Default            = DAMAGE_MAGIC | DAMAGE_GENERAL | DAMAGE_NOREVEAL 
  You can override the Damage Type under @(Spell)Effect with LOCAL.DamageType. 
* MAGICF_NOANIM so you can disable animation/direction update of the character in every spell. 
* MAGICF_OSIFORMULAS which modifies the Duration/Damage of spells according OSI Formulas (NOT FINISHED YET). 
* Added SPELLFLAG_POLY for making a polymorph spell with other name, LOCAL.CreateObject1 is the NPC ID (NOT FINISHED YET). 
* Fixed: WOPPlayer to 0 overrided the EquippedCast check and players could cast while equipped.
  
( Updated links 12/05)  
Download Link:  http://scripts.sphere.torfo.org/releases...Spells.zip
Bug Reports: http://forum.spherecommunity.net/tracker...?project=4
			 
			
			
			
				
(This post was last modified: 05-13-2012 12:53 PM by SystemMod.)
 
				
			 
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