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11 years ago
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I was digging through the menu settings and found a "spell IDs" option, and I saw that you can add a new spell ID there, but all the spells are already taken, and a new one would be SPELL_NONE. Now, based on this, is it possible to add a custom spell to a map, making it a mod? Let's say it's a modified spell like "Lightning" or "Fireball," with altered textures and damage or range, but so that it's another spell in the spellbook, and the original spell remains unchanged. Or is that completely impossible?
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11 years ago
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You can create spells that affect the global map; there are a couple of free IDs for them. Zehir, as far as I remember, only uses two in the campaign: summoning Il-Hijra and summoning reinforcements. There are two more.
Adding combat spells is very difficult and can only be done with combat scripts, which only work in single-player mode.
In reply to Ment
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11 years ago
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In any case, the screenshot says: [Custom] Script Adventure Spell #3 and #4.
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In reply to Pit Lord
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11 years ago
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Could you give me just one combat script? Even if it's complex, I want to create my own new spell:smile54: :smile54: :smile54:

And can I use the same script to create a spell and also steal the texture from another unit? :smile49:
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11 years ago
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In any case, the screenshot says: [Custom] Script Adventure Spell #3 and #4
Yes, it does.
Can you give me at least 1 combat script? Even if it's complex, I want to create my own new spell.
Read the manuals, look at examples in maps. Summoning various creatures, for example, is not a difficult thing.
And can you use the same script to create a spell and steal the texture of another?
No, you can't create a spell that way. But it seems you can track its application and launch a specific process.

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