This is an old revision of the document!
Authors: JeNoVaViRuS
This tutorial will show how to add a spell from scratch but we will be using an existing animation (you can use your own one that you created instead). You normally have a cast and a fire animation for a spell and we will only use one but still cover how to implement both. Be aware that you should invest time to create a proper and fitting sfx for your spell or be prepared to have a mediocre one.
All text that is within quotation marks is meant to be literal so it's already existing exactly like this or meant to be like this. The file names sometimes include the sub-folder (in the game folder) at the start of its name so you can easily find them. Always create/have a backup ready of the original files. You should always use ModEngine 2/3 and copy the files into the mod folder.
The spell needs to be created as a usable magic item and as an item (goods) to be found.
Param editor → Magic
Optionally you can set a replacement status type for a stat like INT or FTH. Then you can set the threshold at which amount it should pick another spell when executing this spell. You add its ID into the replacement Magic ID field below. This way you can let the spell execute in another way depending on a stat of the player.
Param editor → Bullet
Param editor → AtkParam_PC
Param editor → EquipParamGoods
Text editor → Goods
Text editor → Spells
WIP