Murteas Murteas

[eMOD] Murteas' Grimoire v0.40 - Updated with more spells [for 1.2]

[eMOD] Murteas' Grimoire v0.40 - Updated with more spells [for 1.2]

Grimoire

 

*******Please delete the old version of this mod before installing the new version to get the latest changes. *****

Download: https://www.wincustomize.com/explore/elemental_war_of_magic/17/download

 

Note:  Updated to the latest version from the community.  (MG_Beta_A2.zip)

I will not be actively maintaining this mod anymore, as I have no time at the moment.  I look forward to moving to FE modding later this summer if time permits.   If anyone wants to continue this mod, please feel free to do so.


Note:  delete any of the following MG - [Cantrips, Master Agrippa's Tome, Sovereign Talents, Spell Fixes]  from this mod to get rid of a part you don't like

Acknowledgements & Thanks

Modding is always a community driven effort.   I would only make this for myself if nobody showed any interest in it, but there have been a lot of downloads and I've had several people share ideas, time and resources to help.   I'd like to thank everyone who has contributed or used this mod.   

Contributers to the mod:  (graphics, ideas, testing, etc.):

M. Agrippa 

John_Hughes

oddrheia 

Magog_AoW



General inspiration and modding help:

Heavenfall 

impinc 

Kenata 

 

Additional Credits:

art used with permission by konekokasumi from deviantart.

 

Submods

Note: - If you would like the Shilleagh and the Dagger of Death to have abilities similiar to kenata's upgraded weapons mod check out this submod created by M. Agrippa:  https://www.wincustomize.com/explore/elemental_war_of_magic/27/

 

Adds additional spells to various spell books.

====================Cantrips (level 0)========================= 

Combat Book:

Level 0: Arcane Missile - Does Int/10 + 4 in damage (Tactical)

Enchantment Book:

Level 0: Gift of Fortune - This enchantment causes a small altar to appear with a random 'gift' from the gods of Fortune.

Terraforming Book:

Level 0: Clear Land - Removes all obstructions from a tile (ie forest), leaving an open tile behind. Cannot be used on resources, goodie huts, or quest locations. (Cannot be used when a unit is on the tile...I'm working on determining if their is a way around this)

Mobility Book:

Level 0: Leap - The channeler focuses for a moment before leaping into the air supported by a sudden burst of wind. +3 movement + 1 per Air Shard (Increases the movement total the round in which it is cast, but you can't use the movement until the next round - trying to determine how to fix this).

Level 1: Blink - One of the most used spells makes a comeback; this time with some limits.   Range of 5, Mana cost of 16, Intelligence Req of 20, and 20 turn cooldown.

Life Book:

Level 0: Shillelagh of Life - Give the caster a Holy staff that gives an additional 4 HP to its bearer.

Level 0: Guardian of the weak - Creates an immobile Guardian in a friendly city that can provide early defense.

Death Book:

Level 0: Blade of Death - Give the caster a dagger that unlocks the backstab ability in combat.

Level 0: Destroyer of the weak - Creates an immobile Guardian in a friendly city that can provide early defense.

=================== Master Agrippa's Tome (level 2) - Battlefield spells========================

Fire Book
Level 2: Flame  Burst - Damages a unit (scales with fire shards) and knocks them back 2 tiles  Blocks the tile for 2 turns as the magical fire burns out of control. (Tactical)
 

Water Book:
Level 2: Freezing Rain -  Frozen Rain falls in sheets out of the sky, coating everything in a layer of treacherous ice. Unit loses a turn, Accuracy -50%, Combat speed -3, Dodge -3 (-1/extra per water shard)
 

Earth Book:
Level 2: Grasping Vines -  Deals damage to a unit (scales with # of Earth Shards) as well as holding them for 2 turns.

Air Book
Level 2: Howling Wind: Decreases combat effectiveness (accuracy -33% and attack - scales with air shards) of enemy units.


============================================================================================
Version history:

v0.01 - Initial release.  Adds 3 spells that are immediately available if you have the appropriate spell book.

v0.20 -

  • Added Gift of Fortune as the enchantment level 0 spell.

v0.21 -

  • Added the new tile from M. Agrippa for the Altar for the fortune spell.   Really looks great in game!!
  • Adjusted the likelihood to receive different rewards from the fortune altar, should get a bit more variety now.

v0.30 -

  • Added new spells from Master Agrippa's Tome.  Battlefield spells tied to each of the elemental shards.
  • Adjusted the Guardian spells to be caster by only high int casters (sovereign), and changed the cooldown to 200 turns, removed the mana upkeep, and changed the initial mana cost to 20
  • Adjusted the arcane missile spell to scale with Int/10 + 4 damage instead of 33% of Intelligence to keep it in line with other spell's progressions.  Cost of 5 mana
  • Updated the Gift of Fortune to give a wider variety of results.  Increased the rewards, mana cost, intelligence requirement, and cooldown.
  • Updated the graphics & model textures for the summoned weapons.
  • Other tweaks and updates.
  • Added a few sovereign talents to allow you to start with a specific shard next to you
  • Added a few soveriegn talents to allow you to start with mana of a specific type even without a shard.
  • Added a sovereign history, shard collector, which gives you +1 mana/turn.

v0.31 -

  • Added oddrheia's graphics for spell icons and paintings.  
  • Fixed the guardian spells so that they actually do reflect the description in v0.30.   
  • Shortened some of the spell descriptions so the text isn't so small.

v0.32

  • Compatible with new beta (AI tags)
  • Blink added to the mobility spellbook
  • Guardian spells changed back to taking 10 mana to cast and using 1 mana a turn to maintain (actually can dispel them now).

v0.33

  • New effects added to the grasping vines spell 

More spells to come.   Feel free to make requests

 

Help needed with: making new particle effects, spell icons, spell paintings, ideas, balancing.

753,310 views 305 replies | Pinned
Reply #226 Top

Have you looked at the ice spells for code examples?

 

<GameModifier InternalName="FreezeEnemyModifier">            

<ModType>TacticalUnit</ModType>            

<Attribute>ChanceToLoseNextTurn</Attribute>            

<Value>.50</Value>          

 <PerTurn>0</PerTurn>          

 <Duration>1</Duration>            

<PlayOnAllTargets>1</PlayOnAllTargets>        

</GameModifier>

 

 

This might work right?

Reply #227 Top

@seanw3: the idea is to keep all of the spells in the mod compatible with the base game, so people could play with the Grimoire as the only mod and not need to worry about learning new tech tree strategies, etc.  Its also why we organize spells into "Chapters" at a folder level, to make it simple to strip out anything you do not want to play with.  For instance all of your stack enchantment spells make sense being a "Chapter".  This also helps keep things balanced as it means you tend to add stuff to all of the spell books at once, rather then end up with one book being obviously better than the others. 

The Death spell you propose seems a little weak in comparison to it's Life counterpart (20% heath is worth more than 5 Dodge, especially at 22 vs 28 INT for a requirement)  I personally like the idea of the Death spell being a debuff, and the AI should be able to use this without issue.  I also like the Barkskin spell as an idea, but not sure if it works considering all of the rest of the Terraforming spells (affecting one bit of terrain).  Have you thought about it being a city enchantment instead of a stack enchantment?  Same basic mechanics as the other spells, just affects a city instead of an entire stack at a time.  I like this idea, as currently there are limited options to give a city a "boost" if you know it is about to get attacked.

You like my idea of having them be fixed duration with long cooldowns for implementation?

 

@Magog_AoW: I like the spiral / tornado on the effect, followed by all the blowing bits, the length of the effect feels about right as well.  My polish notes have to do with the objects being blown around at the end; all of the little bits look good as a dust cloud, but the leaves seem to all be moving in one direction (left to right). 

Would it be possible to make those larger shapes move in a more circular pattern, so that it looks like they are rotating in the same way the "tornado" is (centered around the unit in the tile)?  They don't need to do a full roation, but having multiple of them moving on angles that look right in the context of the previous wind 's direction I think would really sell the effect.  This is all (IMHO), please let me know if I need to clarify what I am trying to describe.

 

Nice work again!

 

Reply #228 Top

People done started posting while I was writing a response.  :grin:

 

@ Murteas: For Sheltering Hands I think the TARGET should be the one who looses their turns, not the caster.  I was thinking of it being a SoV / champ specific spell; healing to the target in return for being taken out of the battle.  And I think if you put the ChanceToLoseNextTurn @ <V> 1 </V> for DURATION that should do it.  Note: the SoV should be able to cast it on them self, which would cause them to then loose the turns.

 

@Magog: If you are interested, I would like to point you to pg 3 of the thread, it has screen shots of the tile we are thinking about using for Hands.  Considering how cool the other effects have been looking, would love to see what you can come up with for that one as the hands claw up from the ground.  There is also a custom decal that John_Hughes did for that tile, in case you are wondering.

 

 

Reply #229 Top

Thanks for the input guys. The spiral/tornado is something that I need to polish a bit... The question is, should it look like a magic tornado (like it does now) or a small natural tornado. Or maybe something in between..?

@ Agrippa: I'll see what I can do with the leaves, circular movement for objects other than spinning around their own axis is kind of hard to create.

And I need the xml for the hands. I have an idea but need something to work with in game. It's a protective earth spell, right? What level?

Edit: OMG I just figured out how to make a circular movement! 

Reply #230 Top

I am down with a small magical tornado (something in between).  Having it smaller for the level two means we can have a bigger one later on for a higher level spell. :thumbsup:

 

I thought rather than making the objects circle, you could play with having multiple objects moving in different directions for fixed lengths of time staggered over the animation to simulate the effect.  Going to try and represent this with one of my patented ugly area maps:

X == center of tile  arrow == direction of movement of a "leaf" object

\/000<

00X00

>000^

# == order in sequence

4 0 3

0 X 0

1 0 2

Hands is a first level protective earth spell for champions.  I am sure Murteas can hook you up with XML after he has a chance to put it together. 

Reply #231 Top

Upping the dodge on Wraith's Veil to 10 might make it more reasonable, but the idea was to reduce something since I do not know if health or strength reduction is possible at this point. 

I like the city boost idea, but I think you could justify a whole chapter of magic for city buffs rather than having some added to unit stack. On a philosophical note, I was envisioning Bark Skin to be more like forming a tree into armor using terraforming magic. It is essentially like an earth spell, Stone Skin I think, but this one would affect more people. Either way is good though.

Reply #232 Top

@seanw3 - I think the line:

 

<PlayOnAllTargets>1</PlayOnAllTargets>  is what I am looking for.  I already had the chance to lose next turn code, but I never saw this line and I noticed that it was not working on any friendly targets.  I am hoping this will allow me to hit "friendly targets".

 

Okay, so i thought sheltering hands was a cast on self spell, if we want it to be a cast on anyone spell (friendly of course), then what should the range be?   My suggestion is 3-4.   Cooldown should be longer than 5, so you can't just spam it and grief people (in MP if we ever get into MP) by having it constantly on.   What say you guys?

Reply #233 Top

I think Hands would work best as a friendly Champion + SoV only spell; works with the model's in the best way and Heavenfall found that Friendly Champ targeting code.

<SpellTargetType>FriendlyChampion</SpellTargetType>

Means you can take a chance to save a hero and get them useful, but they are out of the fight for a bit.  That was my original conception at least.

I think try the range at 4 and the cool down at 10.  I think too many spells are balanced by being a little weak, this gives some 1st level defensive healing in a pinch, but you are only going to get to use it once, maybe twice a battle. Rare is fun too...

If you can do the Death enchantment as a debuff, I think that would work best.  Maybe call it Despair, knocks down two stats by 15% at the cost and other stuff listed? Loosing combat speed and dodge would be a particularly brutal combination.

 

@Magog: dude, just saw the Edit, can't wait till you post something if you have that one cracked!

 

 

 

Reply #234 Top

Okay, I posted a beta version here:  http://dl.dropbox.com/u/12727985/MG_Beta.zip

 

I am still testing and will upload new versions there as they are available.  Only sheltering hands in this version.

 

edit:  No matter what I try I can't get the lose turn to apply to the caster of the spell.  :(    And the modifier lose next turn does exactly that it causes the unit to lose the NEXT turn, not this one, so you can cast it, and then the target unit can run /attack /cast etc. this turn and next turn they lose their turn.   :facepalm:    :\

 

Reply #235 Top

Gaaaaah! Damn leaves! XO

Sorry guys but the Howlings winds are not going to look much better than the movie above... Do you think you can accept that one? Please? 8|

 

Reply #236 Top

Magog, it looks really good.  I think we can accept it as you have it.   Post the files when you are ready.  :)

 

edit:  No matter what I try I can't get the lose turn to apply to the caster of the spell.  :(     And the modifier lose next turn does exactly that it causes the unit to lose the NEXT turn, not this one, so you can cast it, and then the target unit can run /attack /cast etc. this turn and next turn they lose their turn.   :facepalm:    :\

 

Reply #237 Top

Magog, post it up.  The one you had look good, feedback was all polish points.  Much rather have you happily producing more cool new stuff then beating your head into a wall of engine limitation (circular movement).  :thumbsup:

Reply #238 Top

:thumbsup:  

Looks good guys. If you want to use any of the code or particle effects from my defunct mod, feel more than free. It's not posted anymore, but that's easily fixed.

Reply #239 Top

Quoting LightofAbraxas, reply 238
 

Looks good guys. If you want to use any of the code or particle effects from my defunct mod, feel more than free. It's not posted anymore, but that's easily fixed.

 

We'd welcome anything you'd like to add to the project.  If you are interested in adding some of the spells you had in your mod, feel free to post ideas here and we'll get them in.  :)

Reply #240 Top

Here's the xml (I changed the whirlwind slightly to a more natural look, otherwise the same):

http://www.shell.linux.se/dsk2293/ewom/Howling_winds_10.xml

I need the following changed in MG_BattlefieldSpells.xml

        <SpellDefEffect>
            <EffectName>Howling_winds_10</EffectName>
            <LocalPosition>0,0,0</LocalPosition>
            <EffectScale>1.0</EffectScale>
            <EffectDelay>0.0</EffectDelay>
            <SnapToTerrain>1</SnapToTerrain>
      <PlayOnAllTargets>1</PlayOnAllTargets>
        </SpellDefEffect>
    </SpellDef>

I'll give the hands a shot next.

Reply #241 Top

Thanks Magog!

 

@LightofAbraxas: Thanks for the offer, I just looked through your posting and you have some really interesting spell ideas.  I personally never played with your mod, so I am unsure of what is available for content.  Are there any particular custom effects and or spells you would suggest?

Reply #242 Top

Quoting Murteas, reply 234
Okay, I posted a beta version here:  http://dl.dropbox.com/u/12727985/MG_Beta.zip

 

I am still testing and will upload new versions there as they are available.  Only sheltering hands in this version.

 

edit:  No matter what I try I can't get the lose turn to apply to the caster of the spell.      And the modifier lose next turn does exactly that it causes the unit to lose the NEXT turn, not this one, so you can cast it, and then the target unit can run /attack /cast etc. this turn and next turn they lose their turn.   :facepalm:   

 

Check out this post I wrote for affecting friendly units with spells, it may help you out: https://forums.elementalgame.com/404995

 

Btw I'm working on spells of my own...have about 35 right now, will upload them when I feel I have enough to do so.  Should be a few more days.  Thanks for all your hard work.

Reply #243 Top

Some odd stuff with the sheltering hands...

<SpellTargetType>FriendlyChampion</SpellTargetType> means I can't use it on myself/sovereign? Because I can cast it on myself and the fx I made shows up, but the tile does not show up and there are no modifications to defense etc to the sovereign.

Also, the +10 defense only seems to last for 1 turn. And the heal does not seem to work either (only when fully healed it gives you a green "+2" text every turn.)

Reply #244 Top

@mqpiffle - That is great information.  I will test with that this afternoon/evening after work.  Bring on the spells.  :)   We'd love any contributions.

@magog - yeah, right now, the spell is completely borked.   It does not work as advertised.    I am working on it, we may not be able to limit the spell to sovereigns /heroes only.   The game simply doesn't treat all spell targets equally, so not all modifiers work on everyone.   I'm not sure we can overcome it, but mqpiffle gave me something to try.  I will get the howling winds effects in the next beta build.  Great Job!

Reply #245 Top

@Agrippa & Murteas: Well, it's up to you all what (if anything) you want to include.

Right now the status of the mod is that it's just for personal use, since I don't really care for the 4-school system that Elemental has now. So, all the xml is working (but would need the new AI tags added), but most of the new spells in the new schools may or may not not fit with what you all are trying to do here.

When I start playing the game again, I'll probably just pull the spells I like from here and the D&D mod and integrate them into what I have already (again, just for personal use, so I won't be stepping on toes), so don't feel obligated to add something on my account. Just, you know, thought I'd make the offer, since this mod seems to have taken off!

Reply #246 Top

Quoting LightofAbraxas, reply 245
@Agrippa & Murteas: Well, it's up to you all what (if anything) you want to include.

Right now the status of the mod is that it's just for personal use, since I don't really care for the 4-school system that Elemental has now. So, all the xml is working (but would need the new AI tags added), but most of the new spells in the new schools may or may not not fit with what you all are trying to do here.

When I start playing the game again, I'll probably just pull the spells I like from here and the D&D mod and integrate them into what I have already (again, just for personal use, so I won't be stepping on toes), so don't feel obligated to add something on my account. Just, you know, thought I'd make the offer, since this mod seems to have taken off!

 

That's very generous of you.   I'll take a look again at your mod and see what we might want to use.   Thanks and if you change your mind about making more than a personal mod, feel free to join us or use this mod to help.

 

Reply #247 Top

Quoting Magog_AoW, reply 235
Gaaaaah! Damn leaves!

Sorry guys but the Howlings winds are not going to look much better than the movie above... Do you think you can accept that one? Please?

 

It looks good Magog. If you wanted to try something might I ask to see a version that has the leaves just fall to the ground from above to indicate the wind stopping.

Reply #248 Top

Quick update:   Sheltering Hands is driving me crazy.  Ok that is it for now.  Bye...

 

J/K  - so I have the spell working for the most part.  The only thing that is not working is that when you cast it on someone other than yourself, they still can take any remaining actions in this round (the next round they have no actions as expected).    so the lame thing is that they can move away from the hands, and still gain the effects the following rounds.    I am trying to find a way to set the combat actions to 0, but I haven't stumbled upon the right combination yet.  If anyone has an idea, let me know.   As soon as I get this fixed, I will put out a beta and start on the new spells.

Reply #249 Top

No way to set CombatSpeed to zero, 1 is the minimum for this stat. There is no good GameModifier to pull off tactical hold / root type spells right now.

 

All you have to do is lose initiative...

Reply #250 Top

Just throwing this out. Is there a way to reduce AP's to zero at the start of a combat round? Then a character has to wait to regen the points at the start of the next round. In case that is totally noob talk, here is a carrot and a smile.

First a smile :)

Now the carrot.

http://dl.dropbox.com/u/8370296/MG_Fire_Ring_02.rar

I am looking into Ice Barricade as well.