[eRef] Valid Spell Inputs and Outputs

Hey all. In an attempt to collect info related to the creation of a wider variety of spells, I'd like to get a list going of things that can be used to derive values for spell effects as well as what these values can effect. What I know, personally, is limited to what is included in the spell code currently. But, I'm hoping that others can share their knowledge as well.

Inputs:

1) Unit Stats

2) Number of shards (total or of a specific type- I think that this is hard-coded, but I would be thrilled if it wasn't)

 

Outputs

1) Hitpoints

2) Target Stats

3) Resources

3,968 views 6 replies
Reply #1 Top

Inputs: Mana, intelligence requirement (other requirements?), Spellresourcecost (only useful in strategic mode, don't use for tactical spells)

Outputs: summoned world resources, summoned units, summoned champions

Edit: Or did you mean what can be used inside <calculate> tags?

Reply #2 Top

Inside Calculate, primarily. But, I thought that there might be some other interesting things that could be used as effects, too.

Reply #3 Top

TroopCount is a valid input for calculate, as well. I'm not sure, but I think you can use Troopcount both on target and on caster. Troopcount is the number of warriors in a unit.

Reply #4 Top

I'm guessing that you would use that to multiply the damage against groups, companies, etc.? Does anyone know if you can use current resource levels inside Calculate?

Reply #5 Top

Yes, you can multiply the damage after either caster or target, or both, depending on size of target unit.

Reply #6 Top

You wouldn't happen to have an example of how this is input into the Calculate tag, would you?

Also, I've seen a Charm effect that apparently isn't used currently. Anyone have any experience with this effect?