RaviLand Forums

Editing Spells

On January 23, 2011 at 12:03:06 PM
NoteIt is recommended that you read the particle system guide first.


Spells are located in data/spells and have an extension of .spl.

Like a particle systems, they are XML files.
(these also don't have an XML declaration  - what was i doing...)

Examples:
Code:

<Spell Icon = "spells/icons/INAI.png" MaxDamage = "2" MinDamage = "0" Type = "Stream" DamageInterval = "0.5" Time = "10" SPCost = "5" Range = "20" Animation="CastSpellStream01">
<ParticleSystem Filename = "boxlaser.psys" CastFrom="SpellCast"/>
</Spell>


Code:

<Spell Icon = "spells/icons/randombolt.png" MaxDamage = "20" MinDamage = "10" Speed = "30" SPCost = "2" Range = "15" CoolTime = "3">
<ParticleSystem Filename = "randombolt.psys"/>
</Spell>


Spell Element
Code:

<Spell Icon = "spells/icons/randombolt.png" MaxDamage = "20" MinDamage = "10" Speed = "30" SPCost = "2" Range = "15" CoolTime = "3">
</Spell>


Available properties are:
Key
OS = One shot.
MS = Multi shot.
ST = Stream.



ParticleSystem Element
Code:

<ParticleSystem Filename = "boxlaser.psys" CastFrom="SpellCast"/>
</Spell>


Available properties are:


Getting a spell into the game

If you want to get the spell so that you can cast it:

1) Open data/entities/RandomBox.plr(or any other entity file you want to give the spell). it looks like this:
Code:

<Player ModelFile ="RandomBox.DF3DM" Name = "Random Box" HP ="30" MaxHP ="30" SP = "42" MaxSP = "42" Picture = "rboxGuy.png" PartyPicture = "rboxGuy.png" MovementSpeed="4.0">
<SpellList>
<Spell Filename = "randombolt.spl"/>
<Spell Filename = "unnamedspell1.spl"/>
<Spell Filename = "pathtest.spl"/>
<Spell Filename = "pathtest2.spl"/>
</SpellList>
<Animation State = "Idle" Filename = "RandomBox_Idle.DF3DA"/>
<Animation State = "Walk" Filename = "RandomBox_Walk.DF3DA"/>
<Animation State = "Death" Filename = "RandomBox_Death.DF3DA"/>
<Animation State = "CastSpell" Name = "CastSpellStream01" Filename = "RandomBox_CastSpellStream01.DF3DA"/>
<SpellShortcut Spell = "0" Shortcut = "0"/>
<SpellShortcut Spell = "1" Shortcut = "1"/>
<SpellShortcut Spell = "2" Shortcut = "2"/>
<SpellShortcut Spell = "3" Shortcut = "3"/>
</Player>


2) Add the spell to the spell list.
Code:

<SpellList>
<Spell Filename = "randombolt.spl"/>
<Spell Filename = "unnamedspell1.spl"/>
<Spell Filename = "pathtest.spl"/>
<Spell Filename = "pathtest2.spl"/>
<Spell Filename = "NewSpellName.spl"/>  <--- replace with actual spell name
</SpellList>


3) If you want it on the spellbar, add it to the list of shortcuts.
Code:

<SpellShortcut Spell = "0" Shortcut = "0"/>
<SpellShortcut Spell = "1" Shortcut = "1"/>
<SpellShortcut Spell = "2" Shortcut = "2"/>
<SpellShortcut Spell = "3" Shortcut = "3"/>
<SpellShortcut Spell = "Number Of Spell" Shortcut = "Position In Spellbar"/> <--- the number for this would be 4


4) Blow stuff up.

Please post screenshots of any good spells.

Re: Editing Spells

On January 24, 2011 at 10:58:48 PM
I like step 4 XD
Screwing up physics since 2008...
Invading the hearts and minds of the people since 2011...
Defending Reach, starting at 2052...
That's right, I know it's real, your game disguise can't fool me Bungie, I saw a grunt in my back garden and it waved at me o.O

Re: Editing Spells

On January 25, 2011 at 10:49:14 AM
Yeah, you just have to hope it's not you getting blown up...