Spells Tutorial
From Gothongs Wiki
Find the spells listing on your mod page and click New Spell. Fields explained:
| Field | Explanation |
|---|---|
| Name | Name your spell. Do not make it too long so it will fit in the spell icon. |
| Mana | Mana cost. This can be set to negative as a lazy way to make a spell restore mana. |
| CD | Spell cooldown. Global cooldown set in class will be used if this is lower than that. |
| Range | Spell range. Do not use more than 10. You can click melee and spell buttons to use the default values. |
| Cast time | Cast time for spell in whole seconds. Use 0 for instant cast. |
| Texture | Texture of your spell icon. You can get the got_spells.psd template here. |
| Charges | Spells with cooldowns can have multiple charges. When the cooldown finishes it gains a charge. Many tank and instant cast spells use this. |
| Stance Override | Allows you to override the default stance for your class. |
| Opponents | Allow spell to target enemies. |
| Caster | Allow spell to target owner. |
| Friends | Allow spell to target friendly targets. |
| No Facing Req | By default you must face the target of your spell. With this checked you do not have to. Usually used on healing spells. |
| AoE | Casts as an area effect. |
| No Global CD | Does not trigger the global cooldown. This is often used on tank mitigation spells and ultimates. |
| No crits | Spell cannot crit. Often used on DoT and HoTs and buffs. |
| Mobile | Allows spells with a cast time to be used while moving. |
| Draw Weapon | Causes the player to draw their weapon when using this ability. |
| Description | Describe what your spell does. |
| Visual | Sets visual effects that are rezzed, animations, and weapon trails. See below. |
| Spell Wrapper | A wrapper to apply to the target (or AoE). |
| Self Wrapper | A wrapper to apply to the caster. Useful on spell that have a target other than the caster that should also do something to the caster like restore mana or reduce the cooldown of a spell. |
| Passives | Passives that are granted to the player when they have the class and spec that has this spell active. |
Visuals
The Visual field should consist of an array structured as such:
[
[
[
(str)object_to_rez,
(vec)pos_offset_from_avatar_center,
(rot)rot_offset_from_avatar_facing,
(int)flags
],
...
],
(str/array)finish_cast_anim,
(str/arr)finish_sounds,
[
-2, // This is needed for legacy reasons
[ // These are passed to classAtt. See below.
(int)cast_id,
(int)finish_id
],
[ // These specify weapon trails. See below for more info.
[
(int)generator_prim, // default 0
(int)age_100ths, // Default 50
(vec)color, // Default <1,.5,.5>
(int)scale_100ths, // Default 30
(int)alpha_10ths, // Default 5
(int)glow_10ths, // Default 3
(int)duration_100ths, // Default 70
(int)predelay_100ths, // Default 30
],
...
]
],
(str/arr)cast_anims,
(str/arr)cast_sound
]