Manaball
Serversided Spell Prefixes For CastleSpawnZ
About this mod Author’s original text
serversided, host only needs, maybe host should only have actually idk
requirements
modsync or CastleSpawnZ
issues
problem?
how this works
upon trading to the gnomes, there is a 2 in 3 (66%?) chance when getting dark blast, to apply it with the [Lich] modifier,
this is notified to players via the top right death feed, something like "Trade Notifier: A (uncommon) dark blast modifier [Lich]"
spell details 4
steroids [wisp]
it makes you bigger and applies log soup, crystal soup, and rock soup to you
no idea if the bigger part is serversided
25% chance of replacing wisp (1 in 4)
spell details 3
it summons a bonedog in front of you and applies to rock
33% chance of applying to rock
bonedog despanws in `Math.Clamp((float)level * 3.5f, 10f, 18.4f)`
the bonedog can attack you but uhh you kinda have to be stupid to walk infront of it, normally it should spawn looking at ur enemy not you...
spell details 2
Blink [Portal Gun]
iffkdoiaefklaWBdlJHDVBWkvugjhhahkdb waaaaaaaaaah waaaaaaaaaaaaaaaaaaah
i fuckiit makes a portal gun waht more t khebwadlikdwa.h,dbwakdadwajldnawdawdawdwadwa
it makes a portal where you shoot dumb fuck
33% chance of replacing blink
spell details
Dark Blast [Lich]
Raw Lich Fireball Amount formula: `Math.Max(Math.Round((double)Math.Min(level/4,4)),2)`
Layman terms:
Summons a lich to cast their 2+ of their fireballs when you cast the modified spell,
upon getting to spell level ~10, they (should) shoot 3 times,
and on spell level ~14, they (should) shoot 4 times, maxed out.
Spread is increased the more fireballs are shot.
Raw formula:
`target_pos+new Vector3(random(-i7.5f,i7.5f),random(-i7.5f,i7.5f),random(-i7.5f,i7.5f))`
(i being the amount of fireballs shot)
update
1.1.8
fixes to steroids spell i forgot to mention i added last update
1.1.7
made lich spell work when there is a mausoluem on the map
i think that was the issue
i didnt know this was an issue as i usually play with mausoluem off ironically
1.1.6
small value tweaks
1.1.5
move castlespawn's boendog fixes here + try to add serversided killtracking to bone dog (i dont recall if it works?)
1.1.4
updated portal gun modifier announcement colors, so they dont look like dark blast
1.1.3
dog speed upped (tested in lobby with other people, is balanced 99%, last time was tested by myself)
1.1.2
The speed reductions to the bonedog were not applying properly, causing the bonedog to be at near player running speed, being near unescapable.
This has been resolved and tested, and the spell should be a balanced support/summoning spell now.
1.1.1
nerfed the bonedog spell
made the bonedog spell actually look away from you so there is less chance of it mauling its own summoner unless skill issue
(i forgot to set rotation, i only set position)
1.1.0
added dog summonign spell
1.0.9
i forgot ",true,true"....
1.0.8
made portal gun work for others(?) (the path structure of other players was different, needed to recursively search for magebook)
1.0.6
added portal gun spell prefix for blink
added config to disable/enable individual spells
1.0.5
major code refactoring (easy compatibility with future spells i add + not made difficult for others to make their own compatible with this)
major balance (if shot at close range, only 1 is fired, fixing the "I am straight downwards, bypassing all spread, 1shotting you"
i dont remember what else if anything
might see if i can make a portal gun spell
1.0.4
increased potential spread on anything other than the 1st shot by a lot
1.0.3
made first shot not have spread
i dont rememebr what else if anything
1.0.2/1.0.1
made it so you hopefully cant spawn 9 million of them
nerfed formula division to 3.4 from 2.8
cba to add config build it urself if u dont like it might add config if i ever make the wisp modifier
technical details (outdated)
Spell is detected via the gnomes trading CreatePage Rpclogic,
Upon trading and getting dark blast, and succeeding th
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: