| 05-03-2003, 10:53 PM | #1 |
Guest | i've figured out how to edit a spell, change its damage, graphic, tooltip etc...is it possible to make an entirely new spell, based on an existing one, but still seperate? ie: a new spell based on critical strike with a different name, and still have critical strike be in the game as well. if so, how would this be done? I tried it by copying an existing spell and giving it a new spell code in AbilityData.slk and making corresponding entries in UnitAbilities.txt, orcabilitystrings.txt and orcabilityfunc.txt (the spell was critical strike) when i tested my map, the spell was there, but with that kobold shoveler face, and it said "tool tip missing!". |
| 05-04-2003, 04:37 PM | #2 |
No, spells are hardcoded. But you could do whatever you whant using intensive triggering/custom JASS ;) |
| 05-05-2003, 11:27 PM | #3 |
Guest | Um, that is actually how you're supposed to make all custom spells. it's generally a bad idea to modify the existing spells. Instead, copy the spell you want as a new spell with a new alias and update your custom stats. if you can't get that to work, then you're editing spells wrong. I suggest reading the tutorials more closely or using a good spell editor. |
| 05-11-2003, 04:28 PM | #4 |
Guest | You did exactly what you were supposed to do to make new spells; seeing the Kobold Shoveler face on an icon means the spell didn't crash the game, which is always good, but the text files didn't work for some reason. Make sure that custom loading screen and hide minimap are both off, and try implanting them or using allow local files again and see if it works. |
| 05-11-2003, 04:53 PM | #5 | |
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Exn, no offense, but maybe you should read the question before answering :ggani: |
| 05-11-2003, 06:25 PM | #6 | |
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This can also be a Local ID problem. Read my article about Local IDs on my website, then you'll know what I mean. |
| 05-17-2003, 09:32 PM | #7 |
What programs are best to edit spells with? :bgrun: I have the Beta MPQ, wouldn't I be able to copy eg Warden's skill - Blink - and paste it in my own map? At least it sounds simple... :ggani: |
| 05-18-2003, 06:05 AM | #8 |
Guest | that blink thing wont work. there is more to spells than the .slk and .txt files. i think most people use notepad and excel to write their spells. really it's better since you end up having the most control and all that jazz. not to mention the redskull editor (which i think is the other thing some people use) doesn't like it if you edit anything in the .slk (or something like that, i cant remember) which is a pain in the *** if you want to fine tune things or any of that stuff. |
| 05-18-2003, 08:32 AM | #9 |
shouldn't all files needed be in the war3x.mpq or am I way off now? 0_o |
| 05-20-2003, 05:32 PM | #10 |
cant do the beta thing 1 beta slk is defferent 2 neeed more then dlk 3 cant just copy all the exes and dlls either |
| 05-21-2003, 12:53 AM | #11 |
Guest | Basically, I think that the best spell editor is redscull's. It is very easy to use, comes with an online help guide, and info for [almost] every detail of a spell is displayed in a nifty little help box ![]() I didn't get lost in a spell editor for once, and trust me, its very easy to lose me... What website am I at again? |
| 05-25-2003, 09:58 PM | #12 |
Guest | Hope i read everything right but i noticed you can infact have multiple copies of the same spell of course changing the alias and uberalias is nessary but you can NEVER change the code. You cannot have more than 1 of the same spell on the one unit like you cant have 2 different critical strike spells on the one unit i have tried this with another spell. If your lucky though you can find a spell that has the same effects as long as they are edited. You may be able to use the creep critical strike and the blademasters critical strike i dont know though cause i havent tested them. I tried two of the same spell on the 1 unit based off the summon water elemental both summoning different units the result was both were researchable but when i researched both one would overwrite the others spell icon position resulting in an unsuable spell. Anyway hope my mumbo jumbo helped in some way otherwise i wasted my time and made a fool out of myself. |
| 05-30-2003, 06:13 PM | #13 | |
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Nope, you summed it up fairly well. Apart from some isolated incidents such as Animate Dead which has a unique code for the Arthas version and the creep version, most creep spells are based off a unit/hero spell and therefore cannot both be given to one unit. However, as you were saying there are certain spells which do kooky things if you give a unit multiple copies of spells with the same base code. One of them is Frost Nova, which will alternate between the two or more base spells you give it. Another apparently is Feral spirit repoted by Arche. He mentioned that if you give multiple copies of the spell, even with different units to be summoned, it will summon all of the possible units at once. ~kharma |
| 05-30-2003, 06:21 PM | #14 | |
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Hey, that's cool. With this you can create a "Summoner", a hero, who can only summon creatures. The ultimate is to summon Archimonde:D |
| 11-20-2003, 09:05 PM | #15 |
How do you get your spells to show up in the object editor and how do you implant them? Everything i have tried hasn't worked. |
