Creating Easy Spells

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chocolatepie33
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Re: Creating Easy Spells

Postby chocolatepie33 » May 25th, 2010, 10:02 pm

I'm thinking about making the spell, except that I'd need that model to be an md3 or something... Can one of you guys convert it for me? I'm not good with mapmodel conversion/script writing yet...

EDIT: never mind, have blender now. it took me a bit to realize blender can import .dae-s.
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ryancorp
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Re: Creating Easy Spells

Postby ryancorp » December 25th, 2010, 2:59 pm

hey I'm having trouble with getting flashlight to work, please look at my thread at viewtopic.php?f=8&t=2193
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kid matthew
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Re: Creating Easy Spells

Postby kid matthew » December 25th, 2010, 9:59 pm

Can some one please tell me where these codes go into sandbox 2.6?
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Re: Creating Easy Spells

Postby arcones » December 26th, 2010, 3:20 pm

ryancorp wrote:hey I'm having trouble with getting flashlight to work, please look at my thread at viewtopic.php?f=8&t=2193
kid matthew wrote:Can some one please tell me where these codes go into sandbox 2.6?
Well, assuming you can still place spells in the cfg file where they are located, go to data>rpg>game (not games, game).
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kid matthew
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Re: Creating Easy Spells

Postby kid matthew » December 26th, 2010, 8:04 pm

where in game.cfg....
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Re: Creating Easy Spells

Postby arcones » December 26th, 2010, 9:53 pm

Right there... Just place your spells in there just like you would for data_rpg.cfg for 2.5... or whatever it's called (I can't remember)
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Re: Creating Easy Spells

Postby chocolatepie33 » December 26th, 2010, 10:10 pm

it's data/game_rpg.
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Re: Creating Easy Spells

Postby arcones » December 30th, 2010, 12:28 pm

data>game_rpg.cfg for 2.5

data>rpg>game.cfg 2.6.(1)
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Re: Creating Easy Spells

Postby fireblast14 » January 22nd, 2011, 5:52 pm

First off, on a previous post, I asked a question, but immediately found it out, so if you answer it, that is fine..... But firstly to Arc, if you still haven't found out (not trying to be arrogant, sorry if it sounds like it) the spell effect is what form the spell will take. For instance, when you use the morale spell that comes with the game, the spell effect is 3, and that is the green orb that appears above your head when you cast the spell. That is the significance of the r_spell_effect line. In any case.... I made a couple of spells, but I need some help on whether or not one of them actually works....it seems like it does, but I need some other help....
Here is my experimental Mana Gain spell:
spawn_ManaGain = [
r_type $ENT_SPELL
r_icon gainmana
r_description "Regain mana."
r_name "Mana Gain"
r_spell_type $STYPE_SELF
r_spell_gravity 0
r_spell_cost 0
r_spell_range 0
r_spell_effect 5
r_addeffect $STATUS_MANA +10 2
r_interact [
r_select $rpginteract
r_pickup $rpgself
]
]

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Re: Creating Easy Spells

Postby arcones » January 23rd, 2011, 2:47 pm

fireblast14 wrote:First off, on a previous post, I asked a question, but immediately found it out, so if you answer it, that is fine..... But firstly to Arc, if you still haven't found out (not trying to be arrogant, sorry if it sounds like it) the spell effect is what form the spell will take. For instance, when you use the morale spell that comes with the game, the spell effect is 3, and that is the green orb that appears above your head when you cast the spell. That is the significance of the r_spell_effect line. In any case.... I made a couple of spells, but I need some help on whether or not one of them actually works....it seems like it does, but I need some other help....
Here is my experimental Mana Gain spell:
spawn_ManaGain = [
r_type $ENT_SPELL
r_icon gainmana
r_description "Regain mana."
r_name "Mana Gain"
r_spell_type $STYPE_SELF
r_spell_gravity 0
r_spell_cost 0
r_spell_range 0
r_spell_effect 5
r_addeffect $STATUS_MANA +10 2
r_interact [
r_select $rpginteract
r_pickup $rpgself
]
]
Thanks!

Anyway, 2.5 does not have a r_addeffect $STATUS_MANA. 2.6(.1) might, but I still don't believe so... If you created the addeffect it won't work because the engine won't recognize it.
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