Post by Boaster on Mar 26, 2005 22:09:02 GMT -6
I've created 8 new (artifact only) spells to the game. And judging from the subject of this thread, you'd have guessed it was multi shot!
What so special about that? Well, its definitely good for artifact abilities. Such as a random chance to cast a spell on attack, which is exactly what I used this for. I figured that I would test it out, and to my full and extreme pleasure it worked out perfectly.
Here is my example:
/name"Multi Shot"def /faith LIFE def /image 2 def /mode COMBAT_SPELL def /target TARGET_ARMY def /mana 0 def /duration 0 def /level 1 def /research_cost 1 def /maintenance 2 def /range -1 def /barter_value_proc{240}def /book -1 def /targeting_procedure /target_enemies_in_radius def /target_radius{0 1 gamerand}def /temporary_modifications << >> def /permanent_modifications << /UNIT_HIT_POINTS{0 3 gamerand sub}>> def /missile_launch_action RANGED_ATTACK def /missile_action -1 def /missile_type arrow def /missile_speed 1.0 def /missile_gravity 0.1 def /missile_flags MISSILE_FLAG_GUIDED def /cast_ticks 1 def /recover_ticks 15 def /viability{target_already_modified?{0}{0 3 gamerand cvi 0 eq{0}{100}ifelse}ifelse}def /launch_sound /ltrng def
The name for all my multi-shot variations are the same "Multi Shot" and the faith, "LIFE" is just a cosmetic effect for its display in the Lord Editor. It costs no mana, has no duration, and it has a random 0 to 1 radius, I may change that to 0 to 3. It deals a random 0 to 3 damage, I may change that to 0 to 6. Any future changes could probably depend on the faith type.
Six major points of concern for any modder:
/missile_launch_action RANGED_ATTACK def
/missile_speed 1.0 def
/missile_type arrow def
/missile_flags MISSILE_FLAG_GUIDED def
/launch_sound /ltrng def
The missile_launch_action is a must, if you want the unit to actually look like its attacking when the spell procs.
The missile_speed should also be equal to that of the Thief of that particular faith, to make it look natural, and travel like that thief's regular attack.
The missile_type is probably the most important. It would look odd if a Ranger was shooting out multiple Chakrams. And another note you might want to take into consideration, Air, Life, and Earth thieves actually have different missile types.
The missile_flags data can be switched up a little bit. The current coding I have it as it will function as a normal attack, but perhaps more accurate at longer ranges, but it will not follow along the terrain like bolt spells will, such as Righteous Bolt.
The launch_sound is also important if you want the spell to proc with the sound of that particular unit's natural attack. And another note you might want to take into consideration, Air, Life, and Earth thieves actually have different missile sounds.
I hope you find this interesting to know, and perhaps interests you in playing my mod!
What so special about that? Well, its definitely good for artifact abilities. Such as a random chance to cast a spell on attack, which is exactly what I used this for. I figured that I would test it out, and to my full and extreme pleasure it worked out perfectly.
Here is my example:
/name"Multi Shot"def /faith LIFE def /image 2 def /mode COMBAT_SPELL def /target TARGET_ARMY def /mana 0 def /duration 0 def /level 1 def /research_cost 1 def /maintenance 2 def /range -1 def /barter_value_proc{240}def /book -1 def /targeting_procedure /target_enemies_in_radius def /target_radius{0 1 gamerand}def /temporary_modifications << >> def /permanent_modifications << /UNIT_HIT_POINTS{0 3 gamerand sub}>> def /missile_launch_action RANGED_ATTACK def /missile_action -1 def /missile_type arrow def /missile_speed 1.0 def /missile_gravity 0.1 def /missile_flags MISSILE_FLAG_GUIDED def /cast_ticks 1 def /recover_ticks 15 def /viability{target_already_modified?{0}{0 3 gamerand cvi 0 eq{0}{100}ifelse}ifelse}def /launch_sound /ltrng def
The name for all my multi-shot variations are the same "Multi Shot" and the faith, "LIFE" is just a cosmetic effect for its display in the Lord Editor. It costs no mana, has no duration, and it has a random 0 to 1 radius, I may change that to 0 to 3. It deals a random 0 to 3 damage, I may change that to 0 to 6. Any future changes could probably depend on the faith type.
Six major points of concern for any modder:
/missile_launch_action RANGED_ATTACK def
/missile_speed 1.0 def
/missile_type arrow def
/missile_flags MISSILE_FLAG_GUIDED def
/launch_sound /ltrng def
The missile_launch_action is a must, if you want the unit to actually look like its attacking when the spell procs.
The missile_speed should also be equal to that of the Thief of that particular faith, to make it look natural, and travel like that thief's regular attack.
The missile_type is probably the most important. It would look odd if a Ranger was shooting out multiple Chakrams. And another note you might want to take into consideration, Air, Life, and Earth thieves actually have different missile types.
The missile_flags data can be switched up a little bit. The current coding I have it as it will function as a normal attack, but perhaps more accurate at longer ranges, but it will not follow along the terrain like bolt spells will, such as Righteous Bolt.
The launch_sound is also important if you want the spell to proc with the sound of that particular unit's natural attack. And another note you might want to take into consideration, Air, Life, and Earth thieves actually have different missile sounds.
I hope you find this interesting to know, and perhaps interests you in playing my mod!