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Making Starfall into Sheepfall!!!

09-05-2003, 10:23 PM#31
PitzerMike
It will work like this:

All buff fields that require model paths (attack art, target art, special art) will always work if the provided AbilityData.slk is in the map.

I also added the new fields Buff - Tooltip, Buff - Tooltip Extended and Buff - Icon (the icon at the bottom you mentioned) to the ability editor
But if you edit these fields you will also need to include the edited AbilityMetaData.slk. And any MetaData.slk imported in a map will only work if the map is the first map loaded after starting the game.

So I also developed a game patch. It's an exe file that starts a patched Version of FT. You still have access to bnet and everything but if you start the game using the game patch the edited buff tips and buff icons, multicliffs and midi sounds will always work.

You still can start the game in normal mode by just opening with the normal exe.

I think it's the best solution.

BTW the enhancer will import all needed files automatically into your map, if you check the option
09-05-2003, 10:26 PM#32
Progniss
So is the Buff Editor Done yet?
09-05-2003, 10:31 PM#33
PitzerMike
Quote:
Originally posted by PitzerMike
I'll have my WE enhancer ready for download at the beginning of next week.
Buff Editing is also included.
09-06-2003, 12:05 AM#34
Mr. Caster
whoever wanted to make a sheepfall spell theres a way to make it
just change the spell art
theres one of a sheep falling out of the sky (seriously) lol :ggani:
09-06-2003, 12:12 AM#35
Thunder-Hunter
That sounds really cool PitzerMike. Be sure to PM me about it, mention it to the staff maybe (Probaly Will make the news), and most importantly include a README txt file.
09-06-2003, 12:16 AM#36
futuraonline
Okie guys I posted this on the slk form but ill put it here to, here is my problem.

Hey I am tryign to work with starfall as well, but here is my problem. I wanna make it so its sheep fall, now I exported the Nightelfabilityfunc.txt file from the War3Patch.mpq and went down to where it had the following:


// Starfall
[AEsf]
Art=ReplaceableTextures\CommandButtons\BTNStarfall
.blp
Researchart=ReplaceableTextures\CommandButtons\BTN
Starfall.blp
Buttonpos=3,2
Researchbuttonpos=3,0
Casterart=
Order=starfall

// Starfall life drain
[AEsd]
Targetart=Abilities\Spells\NightElf\Starfall\Starf
allTarget.mdl
Targetattach=origin

[XEsf]
Effectart=Abilities\Spells\NightElf\Starfall\Starf
allCaster.mdl

// beefy starfall - campaign spell
[AEsb]
Art=ReplaceableTextures\CommandButtons\BTNStarfall
.blp
Researchart=ReplaceableTextures\CommandButtons\BTN
Starfall.blp
Buttonpos=3,2
Researchbuttonpos=3,0
Casterart=
Order=starfall

// Faerie Fire

Now I tryed changeing the " Targetart=Abilities\Spells\NightElf\Starfall\Starf
allTarget.mdl" to " Targetart=Abilities\Spells\Human\Polymorph\PolyMor
phFallingSheepArt.mdl" but that didnt work. I also tryed adding the code [XEsf] to the Abilitydata.slk file and then changeing the art-effect in the editor but that too didnt work, though it did add a second effect to when you start starfall which could be usefull for people who do custom spells. Anyhow somone please tell me what I am doing wrong! Thanks
09-06-2003, 03:10 AM#37
Omega_Destroyer
Q: How can I edit buffs?
A: Buffs inherit their effects from the ability that created them. To edit their graphics, sounds, or descriptions, you will need to import a special file into your map. See the Import/Export section for how to extract. For example to change Starfall to SheepFall:

Extract "Units\NightElfAbilityFunc.txt" from War3x.mpq

Open it in a text editor.

Look for the line: "// Starfall life drain"

Change the Targetart entry below to "Targetart=Abilities\Spells\Human\Polymorph\PolyMorphFallingSheepArt.mdl

Save and exit.

Import the modified txt file into your map using the import manager.

Use the custom path "Units\NightElfAbilityFunc.txt"

Use the custom path "Units\NightElfAbilityFunc.txt"
09-06-2003, 03:40 AM#38
futuraonline
maybe a stupid question but after i import it how do i use the custom path, if u mean go into abilitys under starfall and change the Art - Effect and add path under custom I already tryed that but that didnt work for me so i must have done it wrong, please explain more.
09-06-2003, 03:43 AM#39
Omega_Destroyer
once u have created the custom path (double click on the path, click the custom path box), and u hit ok, its all done, as long as the spell is based off starfall.
09-06-2003, 03:52 AM#40
futuraonline
haha, got it man thanks soooo much I love ya :P
09-06-2003, 03:59 AM#41
futuraonline
also, for the infernal meteor that rains down, is there a way to make the meteor a sheep? :) trying to make a map with all sheep effects :P
09-06-2003, 04:01 AM#42
Omega_Destroyer
yeh , just go extract the Undeadablilityfunt.txt from the war3x.mpq file. Find the infernal spell. Look for the line that has this word: "InfernaBirth". this is the line where the falling meteor. just change it with any sheep unit/spell. but dontforget to save, import and change the custom path
09-06-2003, 04:19 AM#43
futuraonline
Destroyer is there a way I could chat with you in game ? I got alot of questions I would like to ask you and you seem very good on the topic at hand, I am on US East, by the name of Bob_from_FPL any chance we could meet up soon? I will be on for awhile and I will be in the chat room "Map Makers" if you would please come I would be most appreciative :ggani:
09-06-2003, 10:19 AM#44
PitzerMike
Yes, you could do it as Omage_Destroyer described...

... or you could let the spell editor do the work for you.
09-06-2003, 01:50 PM#45
Omega_Destroyer
you cant have the spell editor do it because the codes are hardcoded, and cannot be re-placed in the Editor.