Modding Staffs


Staffs....Staves....MAGIC POKERS!

Good Morning

I'm looking to mod several staffs in the game as I have always found it quite lacking that mages get to use staffs but then end up in the front line because they hold a melee weapon. As such, I figure they should get a ranged weapon, which will put them on the back line....where they are meant to be.

Several staffs have already gone this route...Ice Staff...Incineration Staff....but so many other staffs still fall overwhelmingly behind in power level. The the most part I know what I want to accomplish....the problem is that I have some question about the code and especially about some of the particle effects of some of the spells. Anyways, I'll go through the list:

Staff of the Furnace:

This one (I think) was easy. I just added the same ranged game modifier that is found from the Incineration Staff onto the weapon. Code is as follows (red is added part):

...removed code to save space

Haunter's Staff

This one becomes a little tricky (for me), and so I'm not sure how to code in the proper particle effect. Currently, in red, I have the same range addition as made above however, I would like the particle effect to be that of an acid spit:

I found the following, but I think it's only to turn the melee attack into a venomous one:

                <ModType>GiveItem</ModType>
                <StrVal></StrVal>
                <Attribute>SpiderVenom</Attribute>
                <BoolVal1>1</BoolVal1>
                <Value></Value>

Here is the Haunter's Staff code (currently has the ranged attack via the lightning bow attack):

  ...removed code to save space

Staff of Souls

For this one, I'm aiming to have the ranged particle effect look like that of the Shadowbolt spell. I have found this part from the Shadow Bolt spell to which I think control the ranged particlel effect:

        <HitSoundFX>Spell_Shadowbolt_Hit</HitSoundFX>
        <SpellCastSoundFX>Spell_Shadowbolt_Travel</SpellCastSoundFX>
        <SpellCastEffectName>T_ShadowBolt_Particle</SpellCastEffectName>
        <SpellCastEffectScale>0.30</SpellCastEffectScale>
        <SpellCastProjectile>1</SpellCastProjectile>
        <SpellCastProjectileSpeed>800</SpellCastProjectileSpeed>

Here is the Staff of Souls code (again, I have temporily added the ranged attack via lightning bow):

...removed code to save space 

There are others that I plan to do, but I'm hoping that once I understand how these are modified I will be able to expand the work onto the other weapons. Could I get a little help on this one?

9,171 views 17 replies
Reply #1 Top

This part

       <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockRangedAction</Attribute>
                <StrVal>BowAttack_Lightning</StrVal>
                <Provides>Ranged attack</Provides>
            </GameModifier>

is refering to a spell in CoreSpells.xml. That spell holds the effect variables.

Reply #2 Top

I always wondered about the Melee Staffs.  Never found a compelling reason to use them.  The idea of some Monk type units running around sounds kinda cool.  Unfortunately the Staff Melee mechanics/bonuses seem kind of sucky for that purpose.

Reply #3 Top

You might want to use this acid attack...

<GameModifier>
     <ModType>Unit</ModType>
     <Attribute>UnlockCombatAbility</Attribute>
     <StrVal>SpitAcid1</StrVal>
     <Provides>Target enemy takes 1-3 damage a round for 10 rounds.</Provides>
</GameModifier>

(SpitAcid2 and SpitAcid3 are a bit stronger...  2-6 damage and 4-9 respectively.)

I don't know a way to get the acid effect with a direct damage attack, as I don't see anywhere that those abilities are actually defined.  Are they hardcoded, or maybe just in a file I didn't check?

As mentioned above, those abilities are defined in CoreSpells.xml...  Reading is good.

 

Reply #4 Top

Quoting EstyleS, reply 3
You might want to use this acid attack...

<GameModifier>
     <ModType>Unit</ModType>
     <Attribute>UnlockCombatAbility</Attribute>
     <StrVal>SpitAcid1</StrVal>
     <Provides>Target enemy takes 1-3 damage a round for 10 rounds.</Provides>
</GameModifier>

(SpitAcid2 and SpitAcid3 are a bit stronger...  2-6 damage and 4-9 respectively.)

I don't know a way to get the acid effect with a direct damage attack, as I don't see anywhere that those abilities are actually defined.  Are they hardcoded, or maybe just in a file I didn't check?

As mentioned above, those abilities are defined in CoreSpells.xml...  Reading is good.

 

Sweet! That's exactly what I was looking for. Thanks!

 

Do I have it right for the Shadowbolt spell?

I also have thoughts of using the Soulspark spell for another staff.

Lastly, I have come across the Staff of Spells. I'm not sure what particle effect would look good for that one...suggestions welcome.

Reply #5 Top

Or are you looking for

BowAttack_Toxic

This follows all the other bow attacks and utilizes the bows actual damage with the appropriate toxic particle effect.

Reply #6 Top

Quoting parrottmath, reply 5
Or are you looking for

BowAttack_Toxic

This follows all the other bow attacks and utilizes the bows actual damage with the appropriate toxic particle effect.

8C

That is amazing...I think. I'll have to look at the particle effect. I like the flame. I like the frost. Even the lightning is cool. I don't recall the poison...

 Does this work:

            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockRangedAction</Attribute>
                <StrVal>SpitAcid2</StrVal>
                <Provides>Ranged attack</Provides>
            </GameModifier>

??

Reply #7 Top

Quoting GFireflyE, reply 6



Quoting parrottmath,
reply 5
Or are you looking for

BowAttack_Toxic

This follows all the other bow attacks and utilizes the bows actual damage with the appropriate toxic particle effect.





That is amazing...I think. I'll have to look at the particle effect. I like the flame. I like the frost. Even the lightning is cool. I don't recall the poison...

 Does this work:

            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockRangedAction</Attribute>
                <StrVal>SpitAcid2</StrVal>
                <Provides>Ranged attack</Provides>
            </GameModifier>

??

kk. figure out that this doesn't work.

Also, bowattack toxic doesn't have much flare to it. I'm going to see if I can get a spell to work....

Reply #8 Top


Good Morning

Okay....update time. I've learned a lot over the last hour.

Successfully upgraded the following:

  • Staff of the Furnace now has a ranged flaming attack and it's attack increased from 4 to 6.
  • Casters Staff now has a ranged lightning attack and it's attack increased from 4 to 6 and it's shop gildar cost increased from 30 to 60.
  • Haunter's Staff now has a ranged toxic attack.
  • Staff of Souls now has a ranged flaming attack.
  • Spellstaff now has a ranged freezing attack.

I'm not entirely satisfied with the Haunter's Staff or the Staff of the Souls though. For the Haunter's staff, I like the Acidspit graphic, but need that graphic in the form of the toxic bow attack. Do I need to put together a new bow attack for this to work?  For the Staff of Souls, same question but for the Shadowbolt graphic.

Am I overlooking any staffs? (I am aware of Winters Staff, but I thought I'd leave that one alone cause a slow on a ranged attack would be OP)

Reply #9 Top

Just a thought, but I wonder if you could incorporate a life steal effect into a staff.

Reply #10 Top

Quoting BernieTime, reply 9
Just a thought, but I wonder if you could incorporate a life steal effect into a staff.

Probably could. At the moment I do not yet know how to remove the spell from the ability activation.....so I'm working on that. Once I know that and can attach a spell onto an attack, shouldn't be a problem at all...

though, know thinking about it...one of my heroes is currently using a dagger that steals 3 life upon each successful attack. I'll look into it and see if I can attach it into a ranged staff attack.....make a new staff.

 

Reply #11 Top

I've always treated staffs as a focus item first and a weapon second.  But a staff that gives a low power ranged attack without a mana cost would be a good addition.  But the big problem with anything that gives a ranged attack is the huge hit you get on initiative.  That means they may not be able to cast that crucial spell in time to save a champion or win a battle.  I understand why they do that (to reduce kiting) but as soon as you put a ranged weapon in your caster's hand, they slow down and lose effectiveness as a caster.  Sucks.

Reply #12 Top

Quoting Aerion, reply 11
I've always treated staffs as a focus item first and a weapon second.  But a staff that gives a low power ranged attack without a mana cost would be a good addition.  But the big problem with anything that gives a ranged attack is the huge hit you get on initiative.  That means they may not be able to cast that crucial spell in time to save a champion or win a battle.  I understand why they do that (to reduce kiting) but as soon as you put a ranged weapon in your caster's hand, they slow down and lose effectiveness as a caster.  Sucks.

The reduced initiative would most certainly a downside and I'll agree that some penalty needs to exist in order to remove the temptation to kite. However, as you'll notice in the 1.2 changelog, a 'weak' ranged attack has been attached to staffs, allowing for the mage to start combat where he is suppose to start: At the BACK of the line. That's the first and foremost reason for ranged staffs. The second is that the mage is soooo squishy. If he did run out of mana, might as well have him do something (especially since heroes do need more help to be competitive versus troop units).

 

 

Reply #13 Top

Quoting BernieTime, reply 9

Just a thought, but I wonder if you could incorporate a life steal effect into a staff.

Or a mana steal?  That way they keep the ability to cast well into the fight.

Reply #14 Top

Quoting GFireflyE, reply 12


Quoting Aerion Istari, reply 11I've always treated staffs as a focus item first and a weapon second.  But a staff that gives a low power ranged attack without a mana cost would be a good addition.  But the big problem with anything that gives a ranged attack is the huge hit you get on initiative.  That means they may not be able to cast that crucial spell in time to save a champion or win a battle.  I understand why they do that (to reduce kiting) but as soon as you put a ranged weapon in your caster's hand, they slow down and lose effectiveness as a caster.  Sucks.


The reduced initiative would most certainly a downside and I'll agree that some penalty needs to exist in order to remove the temptation to kite. However, as you'll notice in the 1.2 changelog, a 'weak' ranged attack has been attached to staffs, allowing for the mage to start combat where he is suppose to start: At the BACK of the line. That's the first and foremost reason for ranged staffs. The second is that the mage is soooo squishy. If he did run out of mana, might as well have him do something (especially since heroes do need more help to be competitive versus troop units).
 

A weak ranged attack with reduced initiative penalty is a decent tradeoff. 

Reply #15 Top

Quoting Aerion, reply 14



Quoting GFireflyE,
reply 12


Quoting Aerion Istari, reply 11I've always treated staffs as a focus item first and a weapon second.  But a staff that gives a low power ranged attack without a mana cost would be a good addition.  But the big problem with anything that gives a ranged attack is the huge hit you get on initiative.  That means they may not be able to cast that crucial spell in time to save a champion or win a battle.  I understand why they do that (to reduce kiting) but as soon as you put a ranged weapon in your caster's hand, they slow down and lose effectiveness as a caster.  Sucks.


The reduced initiative would most certainly a downside and I'll agree that some penalty needs to exist in order to remove the temptation to kite. However, as you'll notice in the 1.2 changelog, a 'weak' ranged attack has been attached to staffs, allowing for the mage to start combat where he is suppose to start: At the BACK of the line. That's the first and foremost reason for ranged staffs. The second is that the mage is soooo squishy. If he did run out of mana, might as well have him do something (especially since heroes do need more help to be competitive versus troop units).
 


A weak ranged attack with reduced initiative penalty is a decent tradeoff. 

Which is what I think SD has done with the two staves they've changed to ranged attack.

Reply #16 Top

Staffs would have to be a lot more powerful than they currently are for me to ever consider using them for a mage. The initiative penalty is too much of a drawback.

 

Reply #17 Top

Quoting Fallenchar, reply 16
Staffs would have to be a lot more powerful than they currently are for me to ever consider using them for a mage. The initiative penalty is too much of a drawback.

 

With the recent changed SD has made, I've found staffs to be a lot more useful now. Can't see them getting more powerful else everyone would use staffs.

The way I see it staffs serve a threefold purpose:

  1. First and foremost, the staff exists to boost a mages abilities in some fashion. Whether it be a new spell or a boost to spell mastery, the mage's power lies in his ability to cast...not his ability to swing a stick.
  2. Secondly, the staff exists to place the mage properly in tactical combat. By properly I mean: THE BACK. To naturally accomplish that, ranged attack is attached to the staff. The attack however cannot be too powerful else there would be no point to casting spells. See point one.
  3. Lastly, the staff exists purely for the emersion of flavor. Sure, there have been mages to walk around with other weapons throughout fantasy...even Gandolf had a sword...but the Staff is just the obvious choice when it comes to the weapon of a mage.  

Granted....the initiative penalty may be a little steep on some of the staffs, but those mage units would be devastating if there initiatitve were too high. It's purely game balance.