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Posts from Attempt to add new spells and skills.

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In reply to vasik
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5 years ago
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vasik
I'm telling you - in the simple version, there's a gray spell, and after that, it's useless.

NCF doesn't even have this, probably because the byte is incorrect.

I understand what you're writing... you just don't want to read it for some reason!

Added 1 minute ago
}{0TT@6bI4
Thank you, I understand. I wanted to try making it myself. If it's not too much trouble, could you make a patch with spells up to SPELL_CUSTOM_ABILITY_10 inclusive? Maybe I'm asking too much, but I hope...)

We'll need to systematize the information and put it in the header.

I'll definitely add up to 10, but first, I need to check if this trick will work with at least 1 new spell!
5 years ago
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What do you mean by "what to read"? I launched your files, and I got a gray spell in the book, but there's no way to apply it. After playing around with it a bit, including adding it to EnumEntries and other places, nothing changed at all. Regarding version 97, I understand, but for some reason, it doesn't work.
In reply to psatkha
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5 years ago
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psatkha

I understand what you're writing... you just don't want to read it for some reason!

Added 1 minute ago

I'll add more, of course, up to 10, but first, I need to check if this trick will work with at least one new spell!
If vasik doesn't check, I will; I can't do it right now. At the same time, I'll test the scripting part!
In reply to vasik
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5 years ago
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vasik
What do you mean by "what to read"? I ran your files, and I got a gray spell in the book, but there's no way to apply it. After playing around with it a bit, including adding it to EnumEntries and other places, nothing changed at all.

I understand about 97 too, but for some reason it doesn't work.
That's right - CUSTOM5 is a script-based spell that's used in the field; it won't just run on its own... it needs the corresponding script content!

As for SPELL_VASIK, it consumes mana when applied, but nothing happens, because it seems that SPELL_VASIK is launched, and the handler tries to find code for it, but there isn't any... because there's no reference to the SPELL_VASIK subroutine in the .exe... i.e., for any non-existent argument, some procedure DO_SPELL returns false and jumps to some C3h code (return, i.e., a return occurs to the calling procedure).
In reply to psatkha
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5 years ago
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psatkha

That's right - CUSTOM5 is a script-based spell for use during expeditions; it won't run on its own... it needs the corresponding script content!

As for SPELL_VASIK, it consumes mana when applied, but nothing happens, probably because SPELL_VASIK is executed, and the handler tries to find code for it, but there isn't any... because the .exe file doesn't have a reference to the SPELL_VASIK subroutine... i.e., for any non-existent argument, some procedure DO_SPELL returns false and jumps to some C3h code (return, i.e., a return occurs to the calling procedure).
Probably, that's exactly what's happening. Expedition spells are the optimal solution because the developers intended for their reactions to be handled by user scripts.
In reply to }{0TT@6bI4
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5 years ago
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}{0TT@6bI4
Gerter, in the video example, are you activating the Berserker's Rage spell on the zombies or...?
No, there's just a script that uses UnitMoveAttack().

I checked the spell that psatkha provided, and yes, it can be cast, but there's no effect. On the other hand, such "empty" spells would be very useful for adding cool effects to battles without affecting the course of the battle. As expected, the xdb files don't contain much besides basic information; all the mechanics are inside the exe file. It definitely won't be possible to implement a new combat spell mechanic (using scripts). If it's designated as a "travel" spell, maybe it's possible, but in reality, new travel spells won't be very useful.
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5 years ago
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Hmm, by the way, the idea regarding effects is quite interesting... And as for travel spells, you can either come up with an interesting mechanic for them that can be implemented with scripts, or give them to creatures.
In reply to }{0TT@6bI4
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5 years ago
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}{0TT@6bI4
Hmm, by the way, the idea about effects is very interesting... And regarding travel spells, you can either come up with an interesting mechanic for them that can be implemented with scripts, or give them to creatures.
Yes, I already have ideas on how to create beautiful summoning effects in battles instead of the standard ones. Travel spells are a bit more complicated; I added one travel spell to the mod that allows you to summon an unlimited number of other units using a script. But spells like the one for zombies can definitely be created; at least, I will add this patch to MCCS.
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5 years ago
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Good luck! I plan to use this approach to diversify both the map and the NHHD.
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5 years ago
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Is it possible to increase hero specializations and add new ones in this way? Even if not through leveling up, but with fixed bonuses from the start. In Heroes of Might and Magic III, there were heroes who provided a fixed bonus from the beginning, and it couldn't be upgraded. It would be possible to implement something similar.
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5 years ago
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Probably, yes. But you can’t add mechanics to them, only scripted ones, most likely. And then it’s easier to just link a script, and give the special hero a zero value, without any complications. So, I don’t see the point in increasing the number of special heroes.
In reply to Waterfall_13
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5 years ago
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Waterfall_13
Can hero specializations be increased and new ones added in this way? If not through leveling up, then at least as a fixed bonus.

In the third game, there were heroes who immediately gave a certain bonus, and it couldn't be upgraded. In principle, you could also make heroes like that.
Specializations can be added freely using scripts without manipulating the game's core.
In reply to Gerter
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5 years ago
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Gerter
specializations can be added freely via scripts without any manipulations with the game core.

=)
If you still release a tutorial on adding artifacts, I feel the next request will be about specializations xD
However, artifacts are more important to me...
In reply to Waterfall_13
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5 years ago
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Waterfall_13

=)
If you do release a tutorial on adding artifacts, I have a feeling the next request will be about specializations xD
However, artifacts are more important to me...
What's wrong with specializations?
In reply to }{0TT@6bI4
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5 years ago
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}{0TT@6bI4
What’s wrong with the specializations?
There aren’t enough of them. I need more!

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