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Graphical Spell creator

how it's the rock effect? haha (number 11 of the box of the left )

You can throw rocks.

====

fCD3k.png


dMqn3.png


Since I parse sprites directly from the related files now, the animation flaws have been fixed.
Compare this animation (the shock effects) with the shock spells before. The one below is an exact replica of the real effect.

For some reason everything looks a lot sharper as well.

testimg10.gif


Lua:
-- SpellCreator generated.

-- =============== DAMAGE FUNCTIONS ===============
-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_NewItem91388 = createCombatObject()
setCombatParam(combat0_NewItem91388, COMBAT_PARAM_EFFECT, )
setCombatParam(combat0_NewItem91388, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat0_NewItem91388,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_NewItem91388(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat0_NewItem91388, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_NewItem91388")

-- Areas/Combat for 1500ms
local combat15_NewItem91388 = createCombatObject()
setCombatParam(combat15_NewItem91388, COMBAT_PARAM_EFFECT, )
setCombatParam(combat15_NewItem91388, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat15_NewItem91388,createCombatArea({{0, 0, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0}}))
function getDmg_NewItem91388(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat15_NewItem91388, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_NewItem91388")

-- Areas/Combat for 1200ms
local combat12_NewItem91388 = createCombatObject()
setCombatParam(combat12_NewItem91388, COMBAT_PARAM_EFFECT, )
setCombatParam(combat12_NewItem91388, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat12_NewItem91388,createCombatArea({{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0}}))
function getDmg_NewItem91388(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat12_NewItem91388, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_NewItem91388")

-- Areas/Combat for 300ms
local combat3_NewItem91388 = createCombatObject()
setCombatParam(combat3_NewItem91388, COMBAT_PARAM_EFFECT, )
setCombatParam(combat3_NewItem91388, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat3_NewItem91388,createCombatArea({{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0}}))
function getDmg_NewItem91388(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat3_NewItem91388, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_NewItem91388")

-- Areas/Combat for 600ms
local combat6_NewItem91388 = createCombatObject()
setCombatParam(combat6_NewItem91388, COMBAT_PARAM_EFFECT, )
setCombatParam(combat6_NewItem91388, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat6_NewItem91388,createCombatArea({{0, 0, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0}}))
function getDmg_NewItem91388(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat6_NewItem91388, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_NewItem91388")

-- Areas/Combat for 900ms
local combat9_NewItem91388 = createCombatObject()
setCombatParam(combat9_NewItem91388, COMBAT_PARAM_EFFECT, )
setCombatParam(combat9_NewItem91388, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat9_NewItem91388,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_NewItem91388(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat9_NewItem91388, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_NewItem91388")

-- =============== CORE FUNCTIONS ===============
function RunPart(c,cid,var) -- Part
	doCombat(cid, c, var)
end

function onCastSpell(cid, var)
	RunPart(combat0_NewItem91388,cid,var)
	addEvent(RunPart,1500,combat15_NewItem91388,cid,var)
	addEvent(RunPart,1200,combat12_NewItem91388,cid,var)
	addEvent(RunPart,300,combat3_NewItem91388,cid,var)
	addEvent(RunPart,600,combat6_NewItem91388,cid,var)
	addEvent(RunPart,900,combat9_NewItem91388,cid,var)
	return true
end
(random bug appeared there I've realized)
 
Support for bigger effects (2x2 tiles etc) and long effects is now completed.

HEPC7.png

testimg11.gif


Also added several hotkeys to make everything more user-friendly.
 
I beg you bro :( my project involve much spells and its boring to do it manually :(

Your program will come handy so please i need it fast as possible :(

P.S: VERY VERY NICE!
 
I know but he should do like "To Do List" so we know how much progress is left :(

But still his awesome!
 
I constantly discover new things that I want to do/change; but I can say it gets quite close to an initial release.

Last few hours I've:
- Fixed saving/loading once again
- Added the ability to edit spell properties fully
- Broken vocations somehow
- Added the pick feature
- Added 'New spell' feature
- Created UI for spell offset

Things that have to be done:
- Re-do distance effect parsing the same way areaeffects are done
- Give all area/distance effects a name (a number looks so derpy)
- Functioning offset function
- Fix vocations
- Preferences
- Recent files
- XML generation
- Finishing script generation

Eventually:
- Adding all spell system features
- Parsing ground tiles/outfits from dat/spr (currently just loaded gifs).
 
Thank you! :D i hope i will see it soon as possible released :D
 
I think that you forgot about manapercent in spells. Example in xml:
XML:
<spell ... manapercent="10" ...>
 
What does it do? Instead of plain mana a %-amount of mana?

Somewhat annoying that I can't find any overview of all those params.
 
mana procent means that if you got 1000 mana it will take 10% of that mana!
 
What does it do? Instead of plain mana a %-amount of mana?

Somewhat annoying that I can't find any overview of all those params.
Yes, this is instead of mana - tag "mana" take points of mana, and tag "manapercent" take percent of mana.
 
TGYoshi last chance!

I will hire some hackers to hack your computer and release the spell creator :D
 
Can't wait for your release TGYoshi!

WARNING: Any more posts begging for him to prematurely release his project will result in deletion of post + possible infraction. Let's not harass him, instead, encourage him! :)

Red
 
Bump any new awesome news as always :D?
 
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