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This tutorial contains a great deal of information, and is, therefore, spread over several pages. Please use the index below to navigate the tutorial. The current page will be in large red letters in the index.


1.3 Effect Tag Explanations


1.3 Practical Example Continued: Breakdown of a spell.

Example: Lightning Strike

1.3.1: The [effect] or [payloadeffect] tag.

[EFFECT]

This tag opens the the Effect stanza. The [effect] is the most common, as [payloadeffect] is only used for "Projectile" spells. You can add multiple effect blocks to the same spell to get multiple effects. Don't forget to put [/spell] after the last effect stanza.

1.3.2: The <activation> tag.

<ACTIVATION>:USAGE

Defines how the effect is activated. For spells the value must be usage. No exceptions.

Possible values are:

  • 1). usage (again, all spell effects use this value)
  • 2). passive

1.3.3: The <type> tag.

<TYPE>:HPRECHARGE

This selector is the heart of the effect stanza, and the spell as a whole really. It determines exactly what type of effect will take place on a successful casting.

The default game spells give us a list of 22 <type> values:

1. ARMORBONUS
2. DISCOVER
3. DISPEL
4. FLEE
5. HPRECHARGE
6. IDENTIFY
7. KNOCKBACK
8. OPENPORTAL
9. PERCENTARMORBONUS
10. PERCENTATTACKSPEED
11. PERCENTDAMAGEREFLECTED
12. PERCENTDAMAGETAKEN
13. PERCENTELECTRICRESISTANCE
14. PERCENTFIRERESISTANCE
15. PERCENTICERESISTANCE
16. PERCENTLIFESTOLEN
17. PERCENTMANA
18. PERCENTSPEED
19. PERCENTTOHITBONUS
20. STAMINARECHARGE
21. SUMMON
22. TURNALIGNMENT

Although the game spells give us 22 type values, this is, by no means, exhaustive of the possible values... there are more valid <type> values available, and some of these, along with what the values mean and do, will be covered more fully in:

Chapter 4: The Effect Archive

1.3.4: The <duration> tag.

<DURATION>:INSTANT

This tag defines how long the effect lasts in seconds. Since <activation> is always set to usage on spells, you can use <duration>:instant to get the entire effect all at once or spread it out over any number of seconds.

Possible values are:

  • 1). instant
  • 2). Any positive number, including fractions (such as 1.5).

1.3.5: The <value> tag.

<VALUE>:-8

This selector defines how strong the effect is, bigger numbers are stronger. Negative numbers and decimals can be used if you need them... i.e. healing and damage both use hprecharge but damage uses a negative <value>.

Possible values are:

  • 1). Any number, positive or negative, or any fraction thereof... so basically, any real number.

1.3.6: The <value2> tag.

<VALUE2>:-10

This tag sets the upper end of a numeric range (i.e. 8 to 10 damage = <value>:-8 to <value2>:-10) as we have for this spell. For damage spells, don’t forget the minus sign.

*This tag is optional.*

Possible values are:

  • 1). Any number, positive or negative, or any fraction thereof... so basically, any real number.

1.3.7: The <value_bonus> and <value2_bonus> tags.

<VALUE_BONUS>:-0
<VALUE2_BONUS>:-4

These tag work the same as value and value2, except that the bonus is applied from the caster’s skill the applicable Magic sphere; Attack, Charm or Defense. i.e. in this spell the value bonuses are -0 to -4, so the bonus would be 0 to 4 points of damage per Attack skill level.

*These tags are optional.*

Possible values are:

  • 1). Any number, positive or negative, or any fraction thereof... so basically, any real number.

1.3.8: The <damage_type> tag.

< DAMAGE_TYPE>:ELECTRIC

This tag sets the damage type for the spell, which is used to calculate resistances

*This tag is optional.*

Possible values are:

  • 1). crushing
  • 2). piercing
  • 3). slashing
  • 4). fire
  • 5). electric
  • 6). ice
  • 7). magic

1.3.9: The [/effect] tag.

[/EFFECT]

And (almost) finally, this tag closes out the effect stanza. The [payloadeffect] stanzas work the same except that they are only used on projectile spells.

1.3.10: Optional Tags

1). The <exclusive> tag.

<EXCLUSIVE>:1

This tag combines with an effect's <name> to make the spell's effect non-stackable. This keeps certain effects from becoming over powered. (For instance if slow stacked you could just keep casting it till the monster couldn’t move at all).

The only possible value for this tag is 1... either you use the tag, and set it to 1, or you don’t use it at all.

2). The <message> tag.

<MESSAGE>:Slowed!

This tag causes a line of text to appear over the head of whichever character or monster is affected by the spell.

Possible values are any alpha-numeric string.

3). The <sfx> tag.

<SFX>:FOLLOWOWNER:.5:1:0:0:SPELLS/EFFECTS/FIREPUFF/firepuff.mdl:0:0

It defines the "special effects" that happen with the effect (if any). It can be very tricky to tinker with, so it's recommended that you either use the default, or copy and paste a working <sfx> off of another item or spell, or just leave this line of code off altogether.