That is, if in the types.xml file
after the code:you add something like:
SPELL_EFFECT_FIRST_AID_TENT_PLAGUE
352
SPELL_NEW_SAMPLE_SPELL
353
And, of course, increase the total number of spells in the .exe file – will it have any effect?
* In types, there is also ; it needs to be added here as well.
* Then, you need to add a link to /GameMechanics/Spell/Combat_Spells/something_there in /GameMechanics/RefTables/UndividedSpells.xdb.
* Then comes the most difficult part – animations, two files in /GameMechanics/Spell/Combat_Spells/something_there, damage / duration.
* And a couple more files in Effects and Sound (similar to existing spells).
In addition to this, there is also map.xdb, and you will most likely have to manually add the new spell to the list of spells (at least for old maps). I don't know if the new spell will appear in newly created maps...
That is, it is most likely possible to do. You need to know the byte / bytes that store the maximum number of spells, and then a lot of hassle with animations / music.
Added 3 minutes ago
In general, if you think about it, there is a Devil's Strike spell that visually works like a meteor shower. You can create new spells with animations from old ones; it won't be as beautiful, but it will save you a lot of trouble, and you can reference existing working spells for effects and music. But which byte is responsible for this?
Added 7 minutes ago
By the way, it's not entirely clear how the AI will use them in battle. It probably won't. But at least you can create a water and earth super spell.
Another point: there are Fire Wave and Devil's Chain. ORCS CAN use them. It seems that they will also be able to use water and earth spells if you do it similarly...
The AI rarely uses Fire Wave in auto-battle; it only does so when it can't do anything else. But it quite consciously throws the chain and very often, especially orcs. I don't know how to handle this