Area of Effect

A framework for creating area of effect tools (e.g. magic wands)


Overview

This mod adds the ability to create tools (e.g. wands) that trigger effects over an area.

An example of mods that use this framework is Magic Wands.

To get the most out of this mod, please consider installing the following mods as well:


  • Tutorials - this mod will automagically create animated tutorials for each spell, and add tutorial triggers to each tool added.

  • Wizard Shop - for purchasing and upgrading wands.

  • Tool Upgraders - for upgrading wands at the wizard shop.

  • Launcher Drawer - for the Tuturials mod.



Features

Tool Features

AOE Tools have the following features:


  • Tools can have a set number of charges before they must be recharged.

  • Tools can have a single spell set or multiple/unrestricted spell lists.

  • Tools with multiple spells available will have the player "draw" the spell they wish to cast.

  • Tools can have multiple upgrade levels, potentially changing the effect of the spell when charged.

  • Tools can show an aura around the player when charging a spell.


For information on AOE tools, see Tools.


Spell Features

AOE Spells have the following features:

  • Each spell has a custom sequence required to draw on screen in order to cast the spell.

  • Instructions on casting each spell will be added to the Tutorials mod if available.

  • Spells can have multiple effect levels for different tool charge levels.

  • Each spell level can have different cast sound, radius, and charges required to cast.

  • Each spell level can trigger multiple projectiles, multiple sprites, and multiple effects (see each below).


For information on spells, see Spells.


Projectile Features

Projectiles are optional, and cause the spell to trigger an AOE effect once a projectile hits an object.

Projectiles are based on weapon projectiles (see Modding:Weapons#Advanced), but can also use custom textures.

For information on projectiles, see Projectiles.


Sprite Features

Sprites are visual effects used to indicate the actual spell effect.

Sprites have the following features:


  • Many premade sprites have been implemented by the mod, e.g. flame, ice, butterflies, sparkles, etc.

  • Sprites can be instantaneous, after a fired projectile hits a target, or as a projectile travels (for linear spells).

  • Sprites can be per tile or at the center of the effect.

  • Advanced sprites allow for an incredible amount of customization.


For information on sprites, see Sprites.


Effect Features

  • Effects can be chosen from a large list of effect types, e.g. buff, damage, grow, heal, pet, etc.

  • Effects can specify the sorts of things affected from a large list of types, e.g. monsters, crops, trees, etc.

  • Effects can be instantaneous, after a fired projectile hits a target, or as a projectile travels (for linear spells).

  • Effects can be per tile or at the center of the effect (for explosions).

  • Effects can be delayed and/or reapplied over time to tiles (e.g. damage from fire) or objects initially affected (e.g. damage from poison).


For information on effects, see Spell Effects.


Notes

This mod has a lot of moving parts, I would not be surprised if it has some kinks still left to be worked out. Please don't hesitate to report any problems you encounter!

Please also feel free to suggest features you think would be useful.
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Technical

Requires SMAPI.

Implements a Generic Mod Config Menu interface to change config settings in-game.

Translations for GMCM should use config variable names as the keys, adding .Desc to the end of the key for hover descriptions.

Code is at https://github.com/aedenthorn/StardewValleyMods.

A list of all my mods for Stardew Valley is available at https://www.nexusmods.com/stardewvalley/articles/895.

The Area of Effect Team

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