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Heroes Community > Heroes 5 - Modders Workshop > Thread: Modding spells/Magic Guilds
Thread: Modding spells/Magic Guilds
Nihilus
Nihilus

Tavern Dweller
posted April 11, 2013 07:37 PM
Edited by Nihilus at 19:39, 11 Apr 2013.

Modding spells/Magic Guilds

Started modding for the first time yesterday, and I have found almost everything that I want to mod. Cant believe I've never tried this before...

The thing is, I want to create a new magic system (not sure if that is possible though), by making a magic category for each of the races (except the orc ofc) and mod the magic guild so only that races spells show up there.
Does it work like the heroes skills, where there is a specific percentage for the magic school/spell to show up in the magic guild?
Is it possible to create what I want? And if so, where can I find that file?

Thanks in advance.

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tristanijb
tristanijb


Hired Hero
posted April 11, 2013 10:18 PM
Edited by tristanijb at 22:33, 13 Apr 2013.

Just wondering, can you add new spells for example based on creature abilities?

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Nihilus
Nihilus

Tavern Dweller
posted April 12, 2013 11:33 AM

Since Im just a beginner Im not really sure.
But I think it would be kinda hard to make a new spell wich is based on creatures abilities. Can try to check it up.

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Hayven
Hayven


Famous Hero
posted April 12, 2013 07:49 PM

And if you do it, please place a tutorial here

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Nihilus
Nihilus

Tavern Dweller
posted April 12, 2013 08:24 PM

Will do.
But first im gonna mod all the things I know how to mod. Love the game, but I really want to change the factions into how I think each race should be. ^^
So will take some time before I start with the magic part. ^^

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fauch
fauch


Responsible
Undefeatable Hero
posted April 13, 2013 02:34 AM

Quote:
Just wondering, can you add new spells for example based on creature abilities?

I tried it. didn't succeed. you can swap spells between the 4 magic school light, dark, destructive and summoning, but you can hardly do more. there are a few spell that you may be able to add which are heroes abilities, such as the fire chain, the firewave, the super meteor shower and that dungeon adventure spell to recover mana.


Quote:
The thing is, I want to create a new magic system (not sure if that is possible though), by making a magic category for each of the races (except the orc ofc) and mod the magic guild so only that races spells show up there.
Does it work like the heroes skills, where there is a specific percentage for the magic school/spell to show up in the magic guild?
Is it possible to create what I want? And if so, where can I find that file?



I don't know if you can create new category, so you wouldn't have enough for 8 towns. but you can mod town files (don't remember which one, I think it's something like advmaptownshared in MapObjects...) at the end of the text file, you can choose which magic school will appear in the guild. just put twice the same magic school. but you only have 4 magic schools.

as I said, you can swap spells between the 4 schools. you can also change the level and cost of all spells, and often their efficiency (for some of them, you have to modify defaultstats.xdb in GameMechanics. for example hive or blade barrier).

don't forget to also modify the skillwheels, I think it's in GameMechanics too, Under RefTables. when you swap spells, don't forget that, for example, master of lightning influences both chain lightning and lightning bolt, so don't have them in 2 separate schools.
the skillwhells are quite flexible to mod, just make sure to be coherent. (though you can deliberately make mistakes to make some perks impossible to get).
there is also another file Under refTables where you can modify the probabilities to learn skills, it is very flexible as well.

if you swapped spells or perks, don't forget to update the icons for consistency.

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Nihilus
Nihilus

Tavern Dweller
posted April 13, 2013 11:04 AM

Quote:

I don't know if you can create new category, so you wouldn't have enough for 8 towns. but you can mod town files (don't remember which one, I think it's something like advmaptownshared in MapObjects...) at the end of the text file, you can choose which magic school will appear in the guild. just put twice the same magic school. but you only have 4 magic schools.

as I said, you can swap spells between the 4 schools. you can also change the level and cost of all spells, and often their efficiency (for some of them, you have to modify defaultstats.xdb in GameMechanics. for example hive or blade barrier).

don't forget to also modify the skillwheels, I think it's in GameMechanics too, Under RefTables. when you swap spells, don't forget that, for example, master of lightning influences both chain lightning and lightning bolt, so don't have them in 2 separate schools.
the skillwhells are quite flexible to mod, just make sure to be coherent. (though you can deliberately make mistakes to make some perks impossible to get).
there is also another file Under refTables where you can modify the probabilities to learn skills, it is very flexible as well.

if you swapped spells or perks, don't forget to update the icons for consistency.


I think it should be possible to add new categries, but yesterday I realized that there was alot more work in creating a new magic system than I first thought. In that case I need to change lots of names in different files, skills, advanced skills, some hero specialisation etc, and not sure im good enough. =P
But I will probably try anyways. ^^

Will definetly try to find that file, pretty crucuial for what I have in mind, thanks.

Yes, skills was the first thing I wanted to mod, so it was the first thing I looked for. ^^ Thanks alot for the information and help. =)

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Hayven
Hayven


Famous Hero
posted April 13, 2013 12:30 PM

How to create new creatures' abilities?

I didn't find answer anywhere, so maybe you can give me a link or directions?

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fauch
fauch


Responsible
Undefeatable Hero
posted April 13, 2013 02:01 PM

you can edit some of them in defaultstats.xdb

you can't really create new ones.

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Hayven
Hayven


Famous Hero
posted April 13, 2013 08:29 PM

Adding new elements

'Spells based on creatures abilities'...

So can I change a creature ability into a spell?  

For example "Retaliation" based on Griffin's Unlimited Retaliation?

What about copying spells and giving them different stats, such as Magic Arrow -> Magic Arrow/Flame Arrow?

Isn't it possible?

Cannot I make new heroes' skills, too?

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fauch
fauch


Responsible
Undefeatable Hero
posted April 14, 2013 02:41 AM

Quote:
So can I change a creature ability into a spell?

no

Quote:
What about copying spells and giving them different stats, such as Magic Arrow -> Magic Arrow/Flame Arrow?

Isn't it possible?



it should be if you modify existing spells. but I'm not sure if master of fire is set to affect fire spells, or only certain specific spells independantly of their element.

Quote:
Cannot I make new heroes' skills, too?

no

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