HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Spells and Units

04-13-2003, 01:55 PM#1
Buttink
Ok i have a problem i do not know how to give units diffrent spells i can make a spell or edit a original one but i cant seem to find out how to give a new spell to them someone help me plz
04-14-2003, 03:19 AM#2
Guest
You open the map, and open the Unit Editor within the map, then choose the unit, and look at its properties.

In the properties, go down to Abilities and double click that and click "add abilities" and that's how u do it!
04-14-2003, 03:20 AM#3
Guest
Okay for me... I don't know how to edit spells or create new ones... can you help me? I have Dashi's spell editor but I don't know how to use it =(

I want to create a spell where you summon 2 footmen at level 1 and as each level increase you get 1 additional footmen...

I also want to create an ultimate where you do a 3 waves of shockwaves... so how do i do create these spells?
04-14-2003, 08:34 PM#4
Starcraftfreak
For the footmans, there may be an easy way to do this:
- Extract and open AbilityData.slk.
- Go to cell T25 (it should contain the string "osw1", without the quotes
- Enter the ID of the unit you want to summon (hfoo for the Footman)
- In cell U25 you can specify the number of footmans (or whatever unit you want summon)
- For the other levels you have to change following cells:
Level 2: AF25 from "osw2" to "hfoo" (without the quotes), AG25 from 2 to 3 (you want to have one more than on lvl 1)
Level 3: AR25 from "osw3" to "hfoo" (without the quotes), AS25 from 2 to 4

After that save it and implement it into the map using WinMPQ.
Ask here, if you didn't understand something.
04-15-2003, 10:57 PM#5
Guest
Hey, thanks! But I'm a but confused...

First, where do I extract the ability.slk from?
Second, where can I find the codes for the units when I want to replace the footmen with something else?

And last of all, how do I do it so that when you summon the footmen u can choose where to summon it like using a target spell... and when u summon the footmen the archmage's teleport spell animation comes up and then goes away as the footmen are summoned...? And how do I make it so that there is no limit time so that the footmen are permanent units instead of a summoned unit like a spirit wolf!

Thanks!:D
04-17-2003, 07:23 PM#6
Starcraftfreak
Your request becomes quite complicated! But at first I tell you how to extract AbilityData.slk: Get WinMPQ, open War3Patch.mpq (if you have a patch installed) or war3.mpq (if you have no patch installed). If you want to know where to get WinMPQ, check the FAQ thread. If you have extracted AbilityData.slk, try out, what I've posted and if you encounter problems, ask again.
04-18-2003, 07:27 PM#7
Starcraftfreak
I've created this little map where I implemented three files: AbilityData.slk, OrcAbilityFunc.txt, OrcAbilityStrings.txt; I did everything you wanted (only the tooltips are still the old ones). I just replaced the Spirit Wolfes spell of the Farseer by it.
I had wanted to make the ogres at the right down corner enemies, but I forgot to set the right player and I didn't change it then.

The RAR archive contains also the files to implement.

RAR files are archives similiar to ZIP archives and can be opened with WinRAR: www.rarlabs.com