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Copy file name to clipboardExpand all lines: doc/JSON/MAGIC.md
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@@ -71,7 +71,7 @@ In `data/mods/Magiclysm` there is a template spell, copied here for your perusal
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"base_energy_cost":30, // the amount of energy (of the requisite type) to cast the spell
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"final_energy_cost":100,
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"energy_increment":-6,
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"energy_source":"MANA", // the type of energy used to cast the spell. types are: MANA, BIONIC, HP, STAMINA, NONE (none will not use mana)
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"energy_source":"MANA", // the type of energy used to cast the spell. types are: MANA, BIONIC, HP, STAMINA, NONE. Alternative notation can be used for spell consuming vitamins, see example below
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"components": [ /* requirement_id */], // an id from a requirement, like the ones you use for crafting. spell components require to cast.
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"difficulty":12, // the difficulty to learn/cast the spell
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"max_level":10, // maximum level you can achieve in the spell
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`pain_split` | Evens out all of your limbs' damage.
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`pull_target` | Attempts to pull the target towards the caster in a straight line. If the path is blocked by impassable furniture or terrain, the effect fails.
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`recharge_vehicle` | Increases or decreases the battery charge of a vehicle or battery-connected power grid. Damage is equal to the charge (negative decreases).
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`recover_energy` | Recovers an energy source equal to damage of the spell. The energy source is defined in `effect_str`and may be one of `BIONIC`, `SLEEPINESS`, `PAIN`, `MANA` or `STAMINA`.
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`recover_energy` | Recovers an energy source equal to damage of the spelland may be one of `BIONIC`, `SLEEPINESS`, `PAIN`, `MANA` or `STAMINA`. Alternative notation can be used for spell consuming vitamins, see example below
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`remove_effect` | Removes `effect_str` effects from all creatures in the aoe.
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`remove_field` | Removes a `effect_str` field in the aoe. Causes teleglow of varying intensity and potentially teleportation depending on field density, if the field removed is `fd_reality_tear`. (see `ter_transform` for more versatility)
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`revive` | Revives a monster like a zombie necromancer. The monster must have the `REVIVES` flag.
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### Damage Types
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The following are the available damage types, for those spells that have a damaging component:
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Any damage type can be used, see [JSON_INFO.md#damage-types](JSON_INFO.md#damage-types) for how they are defined and their specific property
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Damage type | Description
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--- |---
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`acid` |
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`bash` |
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`biological` | Internal damage such as poison.
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`cold` |
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`cut` |
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`electric` |
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`heat` |
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`pure` | This damage type goes through armor altogether. Set by default.
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`stab` |
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### Energy Type
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`energy_source` responds for the type of energy consumed, and as of now, can look like:
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`BIONIC`, `SLEEPINESS`, `PAIN`, `MANA` or `STAMINA`
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```jsonc
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"energy_source":"MANA",
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"energy_source":"STAMINA",
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"energy_source":"BIONIC", // consumes MJ from your CBM batteries
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"energy_source":"NONE",
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"energy_source":"HP", // Require a tool with CUT 1, and allow to pick the limb to be damaged
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