Ooh, this is nice.
Add this to a copy of your CIV4EffectInfos.xml:
Code:
<EffectInfo>
<Type>EFFECT_SPELL</Type>
<Description>Boom</Description>
<fScale>0.2</fScale>
<fUpdateRate>1.2</fUpdateRate>
<Path>Art/Interface/Effects/EmpBlast.nif</Path>
<bIsProjectile>0</bIsProjectile>
</EffectInfo>
Then add this to the same file as whereever your spells are defined:
Code:
def getEffectInfo(name):
for i in range(gc.getNumEffectInfos()):
item=gc.getEffectInfo(i)
if(item.getType()==name):
return i
and add this at the bottom of your spell function:
Code:
CyEngine().triggerEffect(getEffectInfo("EFFECT_SPELL"),targetPlot.getPoint())
where targetPlot is the name of the second parameter. This causes the ping effect (which looks like a pseudo-explosion, probably why its called empburst) to be displayed at whatever tile you clicked, running at 20% size and 20% more speed.
Art/Interface/Effects/LaserHit.nif looks cool too - green ball giving off sparks.
Art/Interface/Effects/ResourceBOMB.nif at 1/3 size or so would be ok for an earthquake - bit short though
Art/Interface/Effects/Stasis.nif is nice - red ball and swirly stuff, but it would need to be moved down a bit, cause it is currently above the unit
Art/Effects/fireworks/fx_fireworks_red.nif and of course fireworks!