Results 1 to 4 of 4

Thread: Modding Spells

  
  1. #1

    Default Modding Spells

    Hello, I have a few questions about modding the game.

    1) AreaDamage = x y z
    What those three values represent?

    2) How can I change damage of Poison?

    3) Is it possible to add new spell based on some existing one?
    For example: I wanna make new Fireball spell which will be same like normal fireball but with faster reloading. Is it possible?

    Thanks.

  2. #2

    Default Re: Modding Spells

    Hello.

    1) This is the info from the magic.cfg:
    Code:
    DamageType = None
    ; For shots that can damage surrounding area - hit type, range, damage and blow.
    ; Hit type controls which things will be affected by the spell (1..4).
    ; The damage and blow will be at its max only very near to the casting point;
    ; at distance it will start decaying, until zero is reached at given range.
    ; Blow is the strength of hit wave which pushes creatures on explosion.
    ; Range is in subtiles, damage is in points per turn.
    ; Note that range and damage are increased with caster exp level.
    2) Easy answer: You can't. Hard answer: By modifying the source code of the game. The setting is currently hardcoded.

    3) You cannot add a spell, but you can replace another one. Say you don't like the firebomb spell, you can change it into a second fireball spell by changing the last line of the instance in creature.cfg. If you are using version 0.4.6u you can replace spells that are currently not used, for example the spell 'CAST_SPELL_TIME_BOMB' and assigning that to a creature. You can accomplish exactly what you want with this.

  3. #3
    Fly Quuz's Avatar
    Join Date
    Dec 2019
    Location
    Russia
    Posts
    74

    Default Re: Modding Spells

    Quote Originally Posted by YourMaster View Post
    Hello.

    1) This is the info from the magic.cfg:
    Code:
    DamageType = None
    ; For shots that can damage surrounding area - hit type, range, damage and blow.
    ; Hit type controls which things will be affected by the spell (1..4).
    ; The damage and blow will be at its max only very near to the casting point;
    ; at distance it will start decaying, until zero is reached at given range.
    ; Blow is the strength of hit wave which pushes creatures on explosion.
    ; Range is in subtiles, damage is in points per turn.
    ; Note that range and damage are increased with caster exp level.
    2) Easy answer: You can't. Hard answer: By modifying the source code of the game. The setting is currently hardcoded.

    3) You cannot add a spell, but you can replace another one. Say you don't like the firebomb spell, you can change it into a second fireball spell by changing the last line of the instance in creature.cfg. If you are using version 0.4.6u you can replace spells that are currently not used, for example the spell 'CAST_SPELL_TIME_BOMB' and assigning that to a creature. You can accomplish exactly what you want with this.
    Where i can find reload time of spells?

  4. #4

    Default Re: Modding Spells

    fxdata\creature.cfg

Similar Threads

  1. Trouble modding creature spells in KeeperFX.
    By Baelrog in forum Dungeon Keeper 1
    Replies: 7
    Last Post: January 26th, 2013, 00:16
  2. Modding, Dungeoneer, and Nexus
    By Mentor in forum War for the Overworld
    Replies: 0
    Last Post: December 3rd, 2012, 20:20
  3. Modding Question(s) about DK1
    By Enker-Zan in forum Dungeon Keeper 1
    Replies: 22
    Last Post: April 27th, 2011, 15:04
  4. Modding help
    By iggii in forum KeeperFX
    Replies: 1
    Last Post: February 12th, 2011, 14:18
  5. Modding
    By Necror in forum Dungeon Keeper 2
    Replies: 3
    Last Post: May 30th, 2010, 23:04

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •