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Graphical Spell creator

Love it =P but u should add a way to make dmg formula instead of max/min dmg

TCWMU.png


Of course that's possible :).
 
me want software :(
me want software :(
me want software :(
me want software :(
 
The thing that takes most time is simply populating this file with all areaeffects/distanceeffects.

pGWE8.png
 
We're all rooting for you! Don't release it until you know it's ready ;)

Red
 
This is actually something very very useful.
I would love to have a program like this to have some fun making spells for players and monsters.

Hope this gets released soon.
Keep it up m8 and thank you for contributing to the community.
 
TGYoshi bro, you got any spefic date when you will release your first beta.
 
@up, the 2nd of WHEN HE FEELS LIKE FINISHING IT!

Jeeze - this guy has only recently been showing the project development and you're all demanding it like it is your birth-right!
Just wait til he releases it ffs. It isn't finished, as he KEEPS stating. So stop asking until he states otherwise.

If you just keep asking to bump the thread and keep interest, just say BUMP or similar.

Do you not think asking questions repeatedly about the release date will potentially halt the progress of this project for him to reply?

Just chill and wait. Patience is a virtue. You would be wise to remember that!
 
Several bugs/glitches fixed today and added drag and drop support to load spells and brushes.

I might add support for parsing existing .lua spells later, but I won't do that for the initial release since that's somewhat complicated.
Instead, you can save and load serialized spell files (.sps files), which the program can write and read without any problems (so you can continue on spells later again).
Brushes are also serialized succesfully now (.spb files).

As well added distance effects support:
BmPEP.png


Partially functioning general spell settings (UI):
cWDEM.png


And for the interested ones, a generated spell;
0FrEz.png


Damage now also works;
Lua:
-- SpellCreator generated.

-- =============== DAMAGE FUNCTIONS ===============
-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Fire1 = createCombatObject()
setCombatParam(combat0_Fire1, COMBAT_PARAM_EFFECT, CONST_ME_FIREWORK_RED)
setCombatParam(combat0_Fire1, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat0_Fire1,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Fire1(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat0_Fire1, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire1")

-- Areas/Combat for 1200ms
local combat12_Fire2 = createCombatObject()
setCombatParam(combat12_Fire2, COMBAT_PARAM_EFFECT, CONST_ME_FIREWORK_YELLOW)
setCombatParam(combat12_Fire2, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat12_Fire2,createCombatArea({{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}}))
function getDmg_Fire2(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat12_Fire2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire2")

-- Areas/Combat for 300ms
local combat3_Fire2 = createCombatObject()
setCombatParam(combat3_Fire2, COMBAT_PARAM_EFFECT, CONST_ME_FIREWORK_YELLOW)
setCombatParam(combat3_Fire2, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat3_Fire2,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_Fire2(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat3_Fire2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire2")

-- Areas/Combat for 600ms
local combat6_Fire3 = createCombatObject()
setCombatParam(combat6_Fire3, COMBAT_PARAM_EFFECT, CONST_ME_FIREWORK_BLUE)
setCombatParam(combat6_Fire3, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat6_Fire3,createCombatArea({{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0}}))
function getDmg_Fire3(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat6_Fire3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire3")

-- Areas/Combat for 900ms
local combat9_Fire1 = createCombatObject()
setCombatParam(combat9_Fire1, COMBAT_PARAM_EFFECT, CONST_ME_FIREWORK_RED)
setCombatParam(combat9_Fire1, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat9_Fire1,createCombatArea({{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0}}))
function getDmg_Fire1(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat9_Fire1, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire1")

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

function onCastSpell(cid, var)
	RunPart(combat0_Fire1,cid,var)
	addEvent(RunPart,1200,combat12_Fire2,cid,var)
	addEvent(RunPart,300,combat3_Fire2,cid,var)
	addEvent(RunPart,600,combat6_Fire3,cid,var)
	addEvent(RunPart,900,combat9_Fire1,cid,var)
	return true
end

testimg7.gif


testimg7b.gif
 
Last edited:
Sadly I'm unable to record my microphone for some retarded reason, so I won't do a video. (it starts to become a quite funny and not-so-annoying tool, so it's somewhat worth a live demo)

Anyway, added more area effects;
S8ZFD.png


And created a spell with them :p ;
AZRgL.png


testimg8.gif
 
Last edited:
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