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Spell Research Dependencies

02-26-2003, 08:47 PM#1
Guest
I really hope somebody out there can help me with this.

Basically, I'm trying to make a new non-hero night elf spellcasting unit, in a similar vein to the two druids. The problem I'm having is that although I can create the various spells for the unit, I can't break the dependency of these new spells on their basic spell upgrade requirements.

e.g. i have a spell based on Flare, that makes roots appear in the target are in a sort of "seeing what the plants see" kinda way. However, because it's based on Flare, I can't make it work without researching Flare.

I know I could turn off checkdep in the Abilities.slk, but I want to make it dependent on my new druid training being researched. How do I link a new spell to a new upgrade button so that it works in a similar way to the existing spellcasters (ie 3 levels, each becomes active as u research Adept training and Master training). I cant even change the dependency to a pre-existing upgrade (for talk's sake, say Druid of the Talon Adept Training). It's most infuriating, and I'd very much appreciate any help I could get.
02-27-2003, 07:44 PM#2
Guest
this probinly won't help, and its a cheap newbish way, but you could just go to the senario editor and make it previously researched, if it requires anything higher i cant help you.:////
02-27-2003, 08:33 PM#3
Guest
thanks, but i need to make it so that it's not available until u research the Adept training. Apart from anything else, I tried your idea already, and for some reason it didnt make a blind bit of difference to what spells were available (although I agree, it looks like it should). I suspect I may have done it wrong though - I've not really looked into the triggers approach much.
02-27-2003, 08:40 PM#4
Guest
possibally, but i'm a semi-newb, so you know what your doing a hell of a lot better than me
02-27-2003, 10:14 PM#5
gewran.
I just might have a solution to your problem 8)

1. Extract RaceAbilityFunc.txt from war3.mpq
(in your case it's HumanAbilityFunc.txt)

2. Copy the spell data from HumanAbilityFunc.txt and paste it into
the same file.

3. Edit the spell as you want.

4. Edit the requieres= field.

Example:
// Lightning Shield
Requires=Rost
(Rost is the codename for shaman adept training)

Example2:
// Bloodlust
Requires=Rost
Requiresamount=2

5. You can edit the upgrades in various files in the war3.mpq

/Gewran
03-01-2003, 12:31 AM#6
Guest
thanks, but I tried that approach a coupla times with no luck. It seems that the line

requires=xxxx

doesn't actually change what the spell requires, only what comes up in the tooltip when u hover over the button in-game. This seems odd, as i thought all the info for tool tips etc was in the RaceAbilityStrings.txt, rather than the RaceAbilityFunc.txt, but there it is. The funny thing is, this approach works fine for upgrades. eg i made an upgrade called Druid of the branch Adept training, based on Druid of the Talon Adept traing, and if I change the requires=xxxx in that, it works.

Incidentally, does anybody know why my username Kupso doesnt work any more? I keep getting a 404 not found error when I try and log in with it. I didnt get any email when I signed up, and I didnt get any email when I asked to change my password. Is the system working properly? or have I done summat daft? btw b4 anybody suggests it, my email address works fine, and yes, i checked to see if the message was in my junk mail.
03-03-2003, 04:22 AM#7
Nakou the Saiyan
You cant make copied spells use new tech requirements without replacement. This means that spells are hard-coded to use their base abilities requirements no matter what.

You can however use a trigger to accomplish this, but it is the only way.