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Spell Editor Beta 1.0

11-24-2002, 01:11 AM#46
Guest
Quote:
Originally posted by Faranim
Quick guide to this spell editor from my experience:

Unzip all files Directly into your Warcraft III Folder.
All files to be altered (War3.mpq, War3patch.mpq, AbilityData.slk, etc) must also be in the Warcraft III Folder.
Attempting to alter a file in another folder (Aka ProgramFiles\Warcraft III\Units\AbilityData.slk) will result in a crash.

Current Capabilities of this editor:
Changing data values for existing spells.
So if you want to make holy light heal more or less damage, you can.
If you want to change the radius, cooldown, area of effect, casting times, etc of existing spells you CAN.

you can NOT copy a spell and then alter its stats. you can NOT change ToolTips or Icons through the editor.


"But how do I edit the tooltips and Pictures?"
-Find the HumanAbilityFunc.txt file within the War3Patch.mpq file. (Or for other races find their files)
-Find the skill you wish to imitate
-Copy it and paste it at the bottom of the text file
-Change the code for the spell [Axxx] to a NEW UNIQUE 4 CHARACTER name
-Change the pathnames for pictures/art
-Do the same with HumanAbilityStrings and change the tooltips (MAKE SURE THEY USE THE SAME FOUR CHARACTER CODE [Axxx] )

To make a copy of an existing spell, simply open AbilityData.slk, pick the row of the spell to copy, and past it down at the bottom of AbilityData.slk. You can then alter the numbers using the editor and change the picture/graphics through .txt file editing.

Be aware this editor is a BETA meaning it is by no means complete. Expect future releases to be capable of changing tooltips, artwork, etc WITHOUT having to manually edit .txt files.



Hope this helps!



Doesn't anybody READ the replies in a thread before posting their compaints? I've answered just about all of the previous questions with a post from a day ago....please spend some time LOOKING at other posts before you go and spam questions that have already been answered.

Let me re-emphasize this point:
ALL FILES TO BE ALTERED MUST BE IN THE \WARCRAFT III FOLDER. ATTEMPTING TO EDIT FILES IN ANY OTHER LOCATION WILL RESULT IN A CRASH!
If anybody asks again I will spam you with PM's and see how you like it.
11-24-2002, 02:10 AM#47
Guest
man i just imported into one o fmy map it add alot of kb 600 man that alot
11-24-2002, 04:05 AM#48
AquaDaishi
Ya, the slk is pretty big.

-Fredric
11-24-2002, 07:01 AM#49
Guest
Hey DaishiOfDeath any info on when the next version will be out?
11-24-2002, 08:01 AM#50
Phil_123
1. i believe cbwhiz's map protector also compresses slks and other files inside the w3m
2. DaishiOfDeath: you can read the user's warcraft 3 installation path from the registry. the location is:
HKEY_CURRENT_USER\Software\Blizzard Entertainment\Warcraft III

value name: InstallPath
value type: string (REG_SZ)
value data: installation directory of wc3...
11-24-2002, 02:47 PM#51
AquaDaishi
Yes, I am aware of the pathname to the war3 directory, but the real problem is with the spelldatanames.txt being in the same directory... I might just make the txt document internal or something.

-Fredric
11-25-2002, 09:56 PM#52
Guest
grats on the editor
Now n00bs like me can edit spells!
11-25-2002, 10:08 PM#53
Guest
I'm ****in confused. Maybe I should just forget about ever editting anything.
11-25-2002, 10:09 PM#54
Guest
Um... How do I "get" all the files into the WC3 folder?? Abiltydata or whatever .slk is in the WC3 folder but this tool always crashes anyway.. what do I do?
11-26-2002, 12:44 AM#55
Guest
dude get mpq view... that all you need to get the abilitydata.slk
11-26-2002, 05:33 PM#56
Silent K
This has been clearly stated before, but I'll say it once more for your convenience.

All files in the zip should be extracted/moved to the WC3 directory, or else you will suffer crashes.

Everything else should be in your WC3 directory by default. The only thing you have to worry about is putting the spell editor and all included files in the WC3 directory.


That aside, I'd like to suggest support for batch actions, such as "Make all spells available in editor" "Change all spells to unit section" and so on.
11-27-2002, 12:13 PM#57
Vaderman
I must be out of my mind but when added the slk file to my map it only added 71-100 kb to it.
11-30-2002, 05:50 PM#58
Guest
all of the values r set to 0 and when i learn the spell it doesnt come up in the bottom-right 'command card' thing....
take a look please help me!
11-30-2002, 07:19 PM#59
AquaDaishi
Give me a screenshot of the spell in the editor, and I'll try to correct and wrong values if there are any.

-Fredric
12-01-2002, 09:44 PM#60
Guest
Ummm....I'm Just A N00b On Spell Editing....And I Just Want To Share What I Know.

To Make A New Spell, Without Editing Old Spell ( With A New Name But Without Overwriting Old Spell, But With Old Logic Of Spell)
You Need :
WinMPQ ( Or Other MPQ Extractor )
Excel ( To Edit SLK Easily )
DOD's / Wiebbe's SE ( Optional )
World Editor

First, Edit The Ability Func And Strings

EX: I Want To Create A New Spell Based On Metamorphosis.I Want To Make A Hero Based On Archimonde
And This Spell Will Make Him 2x Bigger.

Old Spell ( Copy And Edit )

// Metamorphosis
[AEme]
Art=ReplaceableTextures\CommandButtons\BTNMetamorphosis.blp
Researchart=ReplaceableTextures\CommandButtons\BTNMetamorphosis.blp
Buttonpos=3,2
Researchbuttonpos=3,0
Order=metamorphosis

New Spell (Add This To The Text) :

// BIGGER!!
[ABig]
Art=ReplaceableTextures\CommandButtons\BTNMetamorphosis.blp
Researchart=ReplaceableTextures\CommandButtons\BTNMetamorphosis.blp
Buttonpos=3,2
Researchbuttonpos=3,0
Order=metamorphosis

You Must Change The Four Number Code And Make Sure No Other Spell Has These Code.You Can Add The Func (And Strings) Anywhere,
Not Must Replace The Old Spell Func.

Then Change The Strings...

// Metamorphosis
[AEme]
Name=Metamorphosis
Tip=Me|cffffcc00t|ramorphosis
Ubertip="Transforms the Demon Hunter into a powerful demon with a ranged attack and <AEme,Data14> bonus hit points. |nLasts <AEme,HeroDur1> seconds."
Hotkey=T
Researchtip=Learn Me|cffffcc00t|ramorphosis
Researchubertip="Transforms the Demon Hunter into a powerful demon with a ranged attack and <AEme,Data14> bonus hit points. |nLasts <AEme,HeroDur1> seconds."
Researchhotkey=T
Globalmessage=
Globalsound=

[SEm2]
EditorSuffix= (Alternate)

// Bigger!!
[ABig]
Name=Bigger!!
Tip=Bi|cffffcc00g|rger!
Ubertip="Transforms the Star Destroyer more bigger and even badder! |nLasts <AEme,HeroDur1> seconds."
Hotkey=R
Researchtip=Bi|cffffcc00g|rger!
Researchubertip="Transforms the Star Destroyer more bigger and even badder! |nLasts <AEme,HeroDur1> seconds."
Researchhotkey=R
Globalmessage=
Globalsound=

(At This Point I Still Can't Found Out What Is SEm2)

Then Open Your Excel ( The Best SLK Editor ), Find The Demon Hunter - Metamorphosis Row

AEme AEme AEme Demon Hunter - Metamorphosis 1 1 0 hero 1 1 6 _ 0 1,5 60 120 150 - - Edem 0 0 500 Edmm

Copy, Change And Add This Row :

ABig AEme ABig Star Destroyer - Bigger!! 1 1 0 hero 1 1 6 _ 0 1,5 90 120 150 - - Uwa2 0 0 0 Uwa3

Don't Change Second Column ( Code - AEme)!! You Allowed To Change First And Third Column ( Alias And UberAlias - ABig )
Remember!!To Make New Spell A Brand New Four Number Code Is A Must!You Must Change Alias And UberAlias!

For Metamorphosis, Data 11 is The Normal Unit Code ( Changed From ) , and UnitID1 is The Alternate Unit Code ( Changed To )
Edem is Normal Demon Hunter ( With Double Blades, You Know )
Edmn is Demon Hunter's Demon Form ( Black - Has Ranged Attack, You Know )
Uwa2 is My Edited Archimonde ( Called Star Destroyer )
Uwa3 is Bigger Star Destroyer ( Which Will Changed To )

You Must Use The Excel To Copy And Add Spell, But You Can Use DOD/Wiebbe SE To Edit The Other Data ( Like Duration, Hp Bonus..)
And If You Use Excel You Can Easily Know The Data 11,12,etc For Description in The Upper Right Corner (The Red Arrow)

Well, I Hope This Can Help And Sorry For My Bad English... I Hope You'll Understand.

Plus I Think You Can Change Spell With X And B Entry Easily, Like The Other Spell, If You Know What The "ART" Meaning.

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

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

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

The Effect Art For Starfall Is When The POtM Pray And There Are MoonLight.....
(Effect Art Is What The Spell Looks Like In The Game)


// Creep Rain of Fire
[ANrf]
Art=ReplaceableTextures\CommandButtons\BTNFire.blp
Researchart=ReplaceableTextures\CommandButtons\BTNFire.blp
Buttonpos=3,2
Researchbuttonpos=3,0
Casterart=
Order=rainoffire

[XErf]
Effectart=Abilities\Spells\Demon\RainOfFire\RainOfFireTarget.mdl
Effectsoundlooped=RainOfFireLoop
Effectsound=RainOfFireWave

Another Effect Art...You Can Change It Easily To A Sheep.mdl. I Try It Before And It Works!
The Sheeps Will Be Falling From The Sky Instead Of Balls Of Fire.But The Animation Is Really Creepy...

// Sentinel
[Aesn]
Requires=Resc
Art=ReplaceableTextures\CommandButtons\BTNSentinel.blp
Buttonpos=0,2
MissileSpeed=1500
Missileart=Units\NightElf\Owl\Owl.mdl
Order=sentinel

[XEsn]
Targetart=Units\NightElf\Owl\Owl.mdl
Targetattach=overhead

TargetArt Is Art That Will Be Displayed On Target.In This Case Is The Owl That Will Be Stick Into A Tree.
I Think You Can Change It.(Ex Change It To A Sheep, So When You Use Sentinel
Sheep Will Be Sticking On The Tree Instead Of A Green Owl )

Targetattach is Where The Target Art Will Be Displayed.You Can Change It.
( Ex : Torso, to display it on the Torso Level Of The Target )

// Entangling Roots
[AEer]
Art=ReplaceableTextures\CommandButtons\BTNEntanglingRoots.blp
Researchart=ReplaceableTextures\CommandButtons\BTNEntanglingRoots.blp
Buttonpos=0,2
Researchbuttonpos=0,0
Casterart=
Order=entanglingroots

[BEer]
Buffart=ReplaceableTextures\CommandButtons\BTNEntanglingRoots.blp
Targetart=Abilities\Spells\NightElf\EntanglingRoots\EntanglingRootsTarget.mdl
Targetattach=origin

Buffart Is The Icon That Will Be Displayed On The Bottom On The Unit Status Screen When You Get A Buff, So When You Entangled,
The BTNEntanglingRoots.blp Will Be Displayed On The Unit Status Screen.You Can Change It ,Too
Ex : Change It To Sheep Icon, So when You Entangled, A Sheep Icon Will Be Displayed On The Status Screen Instead Of EntanglingRoots Icon

// Magic Sentry (passive)
[Adts]
Art=ReplaceableTextures\PassiveButtons\PASBTNMagicalSentry.blp
Buttonpos=2,2
Requires=Rhse
Casterart=Abilities\Spells\Human\MagicSentry\MagicSentryCaster.mdl
Casterattach=overhead

Other Art Is CasterArt, Who Will Be Displayed On The Caster.In This Case Is The Blue Eyes On The Top Of Tower
CasterAttach Is Where The CasterArt Displayed.

There Are Other Type Of Art, Like Special Art ( Will Be Displayed on Special Occasions ), Area Effect Art ( Displayed Within The Area
Of Effect), MissileArt ( Will Be Displayed When Shoot Ex:The Green Thing When You Use Death Coil, Web Missile When You Use
Crypt Fiend's Web)


You Can Change All Aspect Of The Spell And Change The B And X Entry And To Copy A New Spell With B And X Entry, Example:

// Storm Bolt
[AHtb]
Art=ReplaceableTextures\CommandButtons\BTNStormBolt.blp
Researchart=ReplaceableTextures\CommandButtons\BTNStormBolt.blp
Buttonpos=0,2
Researchbuttonpos=0,0
Missileart=Abilities\Spells\Human\StormBolt\StormBoltMissile.mdl
Missilespeed=1000
Order=thunderbolt

[BHtb]
Buffart=ReplaceableTextures\CommandButtons\BTNStormBolt.blp
Targetart=Abilities\Spells\Human\StormBolt\StormBoltTarget.mdl
Targetattach=overhead

Like Above, Make A New Code (Ex : ABcd)
Change The B Entry Too ( Ex : BBcd ) Just Change The First Letter (A) To B
If There Is Any X, Change It To! Change The A To X ( XBcd )
Like This :

// ABCDE
[ABcd]
Art=ReplaceableTextures\CommandButtons\BTNStormBolt.blp
Researchart=ReplaceableTextures\CommandButtons\BTNStormBolt.blp
Buttonpos=0,2
Researchbuttonpos=0,0
Missileart=Abilities\Spells\Human\StormBolt\StormBoltMissile.mdl
Missilespeed=1000
Order=thunderbolt

[BBcd]
Buffart=ReplaceableTextures\CommandButtons\BTNStormBolt.blp
Targetart=Abilities\Spells\Human\StormBolt\StormBoltTarget.mdl
Targetattach=overhead

Duh..It Very Hard To Explain, Especially Because Of My Bad English.I Hope You Can Understand What I'm Trying To Say....



:mtk: :nono: :(