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Experimental Spells Build
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ShiryuX
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Post: #1
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.)
05-12-2012 02:23 PM
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Messages In This Thread
Experimental Spells Build - ShiryuX - 05-12-2012 02:23 PM
RE: Experimental Spells Build - jeem - 05-12-2012, 07:18 PM
RE: Experimental Spells Build - Wap - 05-12-2012, 10:08 PM
RE: Experimental Spells Build - ShiryuX - 05-13-2012, 01:45 AM
RE: Experimental Spells Build - Crusader - 05-12-2012, 10:13 PM
RE: Experimental Spells Build - darksun84 - 05-13-2012, 06:16 AM
RE: Experimental Spells Build - ShiryuX - 05-13-2012, 11:01 AM
RE: Experimental Spells Build - Valios - 05-18-2012, 09:50 PM
RE: Experimental Spells Build - Crusader - 05-18-2012, 09:52 PM
RE: Experimental Spells Build - Valios - 05-18-2012, 10:14 PM
RE: Experimental Spells Build - ShiryuX - 07-26-2012, 09:55 AM
RE: Experimental Spells Build - darksun84 - 07-26-2012, 10:16 AM
RE: Experimental Spells Build - ShiryuX - 07-26-2012, 10:46 AM
RE: Experimental Spells Build - ShiryuX - 07-26-2012, 10:51 AM

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