1. Spells cost mana. Mana capacity is equal 100 * level. Each BM automatically gets mana from the environment, so its resources constantly regenerates. However this is very slow process, with non-linear rate – the more mana, the slower regeneration. Regeneration is much faster near so called “mana sources” – villages, cities, hilltops, forests and any added by mission maker locations of this types. Rate of regeneration increases with BM’s level. Mana sources aren’t marked in any way except normal map markings for locations, however player BM knows (by hint info) when is in mana source’s range;
2. The higher BM’s level, the lesser mana cost for each spell. Also, for AI, the wider engaging radius (in cerain limits of course);
3. Each casted spell gives to BM one Practice point. This is simply “experience” factor. When reach given amount – next level is achieved;
4. Additionally each usage of spell gives one “Specialization” point. Its kind is dependent on kind of casted spell. The bigger practice in given kind of magick, the bigger effect of the spells of that kind. This include bigger numbers, longer lasting, better accuracy, wider range and so on;
3. Available spells are dependent on BM level. Above fifth level all are available;
4. Some spells obviously needs chosen target. For player this target will become unit/vehicle currently pointed with weapon cursor, so probably player’s BM should be armed (not sure);
5. AI BMs are fully “automated”. As for players – they receive all currently available spells into their action menu. Receives also info about near mana source and achieved new level. Also there is “Mage’s Status” action, which gives with game pause info about actual BM’s statistics – level, mana, experience, specialities, and status – if he is witching at the moment and if is he near mana source currently;
6. Sometimes spell may fail or effect may be unexpected. Well. These are “the charms of magic”;
7. it is possible for mission maker to cast chosen spell directly, without activating overlay, by script. For this purpose should be used such code:
PHP Code:
call compile preprocessfile "AuxF.sqf";
call compile preprocessfile "SpellBook.sqf";
call compile preprocessfile "Visual.sqf";
[Source,Target,Spec] spawn SpellName
Where:
SpellName - it is name of spell function, that may be found in Spellbook (DCN);
Source – spell caster;
Target – is object, if applicable;
Spec – positive integer. Bigger value means more powerful spell effect. Nominal value is 1, and noticeable difference may be achieved sometimes with about 50, sometimes 100 and above.