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Spell Editor Beta 1.0

12-02-2002, 03:41 PM#61
Silent K
That, my friend, was a very nice post. Your english is fine - sure there are errors, but they are in unimportant places, so it is easy to understand you.

One thing you neglected to mention; there seem to be limitations on how graphics may be attached. I have a spell that tries to attach faerie fire graphics to left and right hands. It just appears as normal faerie fire graphics, overhead. I know the syntax and all is correct, I copied it directly from bloodlust.

Also, my bufftip changes won't take effect. It appears exactly as faerie fire does. emote_confused

Can anyone provide a list of attachment commands/syntax, such as what mount, sprite, etc. do?
12-02-2002, 04:26 PM#62
Electromancer
Sprite are the different parts of a building. You know when a farm catches on fire, it always burns in a certain area first, and then catches the same second place everytime? Those are sprites, and i think a few buildings dont have all the sprites, like some small buildings have 3 or 4, were as big buildings have something like 6 or 7. And mount refers to the unit on the bottom, say the horse of the knight. Say you wanted the horses feet to light up with bloodlust, you would do foot mount right rear, foot mount left rear, foot mount left, foot mount right. I believe thats how they go anyway. And the modifiers, you can have as many of those as you want in there, they just have to make sense. You cant have Sprite first rear mount, which wouldnt make sense since thats a building attach point with unit modifiers. Ill edit the attach point thing i have a bit and post it, that will make it easier.
12-02-2002, 08:44 PM#63
Nozdormu
Uh...a sprite is just a 2-dimensional graphic.
12-02-2002, 09:52 PM#64
AquaDaishi
You 'all' are wrong, a sprite is a non-static object.

-Fredric
12-04-2002, 04:11 AM#65
Electromancer
I dont think anyones gettin this, when the buildings burning the attach points are called sprite. Well some anyway, you can check the .txt files for yourself to find out.
12-04-2002, 04:14 AM#66
Electromancer
Here it is. And this isnt spam. You cant attach a file if you edit a post that didnt have one before.
01-03-2003, 12:47 AM#67
Evil-Tormenter
Daishi of Death where can i find all these .slk? Kant find em anywhere.
01-03-2003, 08:26 AM#68
AquaDaishi
Check the other thread, the one that's actually about the full version, it has in there enough instructions to load and edit a spell...

-Fredric
01-03-2003, 09:43 PM#69
Rio
Okay, I have a question or two.

1. First of all, the readme says:

Quote:
If you want to only make changes to map files, then use the 'SaveToMPQ' button and select the .w3m map file that you wish to put the edited spells in.

But when you hit the "savetoMPQ" button... it only lets you save to (you guessed it) MPQ files, not w3m files... so I can't save it to my map. Weak.

2. When I import the .slk file to a map, does it matter what the slk file is called? Do I have to name it "AbilityData"?
01-04-2003, 01:44 AM#70
AquaDaishi
If you don't put it under Units\AbilityData.slk then where will Warcraft3 look for it, or even know what it is? Type in *.w3m in the text box on the file dialog box and press enter, that will display all of your w3m maps.. The map file needs to be in the same directory as the program.

-Fredric
01-04-2003, 05:44 AM#71
Rio
Okay.. so I loaded AbilityData.slk from the MPQ, added a few spells, and then saved the file as "AbilityData.slk" and imported it into my .w3m... but now when I go to edit abilities in WE the abilities menus are empty. And it's like DrPooper's screenshot - all the values are set to 0. For all the spells.

Upon further experimentation, I think it may be the adding of new spells that causes this to happen, because when I just edit the existing spells.. it works fine.
04-19-2003, 01:37 PM#72
Guest
Everytime i open up the spell editor and click on load i type in Abilitydata for the file to load and click ok. Once i do this the program comes up with an error. Can someone help me??:mtk: