NPC´S With Spellbooks?

So it is imposible to setup one champion NPC with his Own Speelbook?

 

thanks for reply´s-

8,522 views 6 replies
Reply #1 Top

What do you want to achieve?

a ) When an NPC is recruited, he shares his spellbook with you and you can now research the spells in it.

b ) An NPC has unique spells available to him that noone else has.

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Reply #2 Top

I don't know Super wants, but I kind of like Heaven's idea.  Also, I would prefer, and maybe this is what Super is wanting, that each hero with Casting abilities would have to learn spells individually, and each other than the Sov, would only know a few spells, would make them each special and interesting.

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Reply #3 Top

HeavenFall: I mean B.

Lord Xia it will great idea. In theory is not difficult to add, but I am not programmer so I dunno if someone can do it.

Imagine Heavenfall Hero and Lord Xia Hero are both talented cos they has got special spells, who joins them will be rich or powerful.

Excuse me I am not English speaker. I hope you can understand me.

 

Thanks for posting really, I am learning about modding this game

 

 Bye

Reply #4 Top

Lord Xia should be a special hero in the game.  Kael, Toby, Brad!!!  We demand a Lord Xia hero in the game!  Or, I could rule my own neutral faction!  Good idea.  Oh, and I should shoot lasers out of my eyes, just like real life.

Reply #5 Top

Here is an example

 

1) Link to an AbilityBonusOption from the unittype

2) The AbilityBonus links to a spelldef

 

In the <unittype> container, you can add

<SelectedAbilityBonusOption>IceBlast</SelectedAbilityBonusOption>

this links to an <abilitybonusoption> container that looks like this

  <AbilityBonus InternalName="IceBlastAbility">

    <AbilityBonusOption InternalName = "IceBlast">
      <DisplayName>Ice Blast</DisplayName>
      <Description>This unit is able blast an enemy unit with ice, causing them to lose their next turn and take 5 damage.</Description>
      <Icon>IceBolt.png</Icon>
      <GameModifier InternalName="DrowningStrike">
        <ModType>Unit</ModType>
        <Attribute>UnlockCombatAbility</Attribute>
        <StrVal>IceBlast</StrVal>
      </GameModifier>
    </AbilityBonusOption>

  </AbilityBonus>

the gamemodifier, as you see, using the attribute UnlockCombatAbility, links to a spell called Iceblast, that is defined in a <spelldef> container that looks like this

  <SpellDef InternalName="IceBlast">
    <DisplayName>Ice Blast</DisplayName>
    <Description>Target enemy blasted with frigid ice, dealing 5 damage and causing them to lose their next turn.</Description>
    <Image>WaterCrystal_Medallion.png</Image>
    <IconFG>IceBolt.png</IconFG>
    <IconColor>32,45,243</IconColor>
    <Range>-1</Range>
    <SoundFX>Spell_FreezeGroup_01</SoundFX>
    <ManaCost>3.0</ManaCost>
    <SpellLevel>1</SpellLevel>
    <SpellType>Tactical</SpellType>
    <SpellClass>Offensive</SpellClass>
    <SpellTargetType>EnemyUnit</SpellTargetType>
    <IsSpecialAbility>1</IsSpecialAbility>
    <GameModifier InternalName="HurricaneMoveModifier">
      <ModType>TacticalUnit</ModType>
      <Attribute>ChanceToMoveTargetToRandomTile</Attribute>
      <Value>1</Value>
    </GameModifier>
    <GameModifier InternalName="HurricaneDamageModifier">
      <ModType>Unit</ModType>
      <Attribute>CurHealth</Attribute>
      <Value>-5</Value>
    </GameModifier>
    <GameModifier InternalName="MaulModifier">
      <ModType>TacticalUnit</ModType>
      <Attribute>ChanceToLoseNextTurn</Attribute>
      <Value>1</Value>
      <PerTurn>0</PerTurn>
      <Duration>2</Duration>
    </GameModifier>
    <SpellDefEffect>
      <EffectName>Ice_Bolt</EffectName>
      <LocalPosition>0,0,0</LocalPosition>
      <EffectScale>0.50</EffectScale>
      <EffectDelay>0.0</EffectDelay>
      <SnapToTerrain>1</SnapToTerrain>
    </SpellDefEffect>
  </SpellDef>

 

 

 

Reply #6 Top

GREAT! Heavenfall I am going to test now THANKS!

-->uPDATE

 

Yes it is working Like it needed

For my idea it is a big Step BIG THANKS.