| 08-01-2002, 09:03 PM | #1 |
What I'm attempting to do is get a group of mappers together, and create basically a spell pack -- a map that other mappers can either use as a base, or copy and paste parts out of, that would contain a variety of new spells and varients on existing ones. The goals of the project are as follows: 1. All spells are to be multiplayer compatible. That means rather than slk editing, they're going to be done with triggers (more on how this works below) 2. When possible, built-in special effects and models are to be used so that mappers don't have huge bloated file sizes -- but completely new effects will hopefully be included in the future (once there are good 3dsmax to mdx converters for example). Modularity/Abstraction/Encapsulation: The spells, created with triggers, would work something like this. First off, because we're using triggers, that means existing spells/abilities are going to have to be replaced. Because some mappers may not want to get rid of every single existing ability, variables will be used instead of values whenever possible. For example, if one of the new spells is an autocast spell, a person using the spellpack should be able to, just by changing a variable, specify whether heal or inner fire is used as a base (although, admittedly, they will still need to change the ability strings by hand, more about this below). Continuing the above example, lets say the mapper wants to use the default, heal, as a base. Triggers should be setup to check for whenever a unit is given an order with a target, and a condition to make sure the spell is heal. Then, in the actions, the order is canceled, and a different effect is created using triggers (i.e., the mana of the caster is manually reduced, and the target of the order has a different effect done to it). Then, the spellpack will include edited abilitystrings txt files that contain the changed info for the spells, their new description, mana cost, etc. Now, I have yet to get any defenite word on whether or not war3 will read the altered abilitystrings txt files, or whether it always uses the default ones. The project, to some extent, hinges on this. Even if the altered abilitystrings don't work, then mappers could still order computer players to use the new skills, and the pack would still have some degree of usefulness. (Although in the event that it does work, we can just change the order strings for the spells too, although that's not entirely necessary). Then, any values like how much HP the new spell dishes out or heals or whatever, will be stored in a variable, so a mapper can just change the variable and not dive into a bunch of triggers, to balance it as he pleases. Lastly, the spellpack would include new .blps to use for the spells. Thoughts, concerns, info on ability txts? |
| 08-01-2002, 10:11 PM | #2 |
Guest | You realize that rather than using existing spells, you can just create "units" that function as spells. See the "trigger help" post that iceslushee made on this board. |
| 08-01-2002, 11:17 PM | #3 |
Eh, I'm not 100% sure, what you mean, but I think I know what you're talking about. If you mean you can detect a water elemental for example entering map and then remove it and make a spell -- yeah I knew that, but that's extremely limited (limited number of summoning abiliities) I'll look at that post later... |
| 08-02-2002, 05:05 AM | #4 |
In making a concept map I already ran into a problem with this. Spells get unlimited range under this method -- the order is given even if the unit has to walk over a distance to cast the spell :/ It looks more and more like slk editing is where its at. |
| 08-02-2002, 05:12 AM | #5 |
Hrm, maybe do unit gets order, order unit to stop, order unit to move within range of point x, create spell effects at point x i think im going to go try this out. |
| 08-02-2002, 07:46 AM | #6 |
I have changed the spell Slow into what I like to call "Fire blast." Fire blast does 50 dmg to the targeted unit for 50 mana. The only problem that I have run into is that you cannot have the new spell's mana cost different from the base spell, and you cannot have the target of the spell changed (unit, point, etc.). The changing of the spell requires 3 global triggers and 2 triggers for every player that will use the spell. Download the map and fire it up in WE then do a test map just to show you that it works. |
| 08-02-2002, 02:26 PM | #7 |
Guest | Well, I would like to help, though I'm a newbie. I'been working about and old idea of mine, based on some old rpg (not computer games, actual pen and paper) I've played long time ago. If anyone has played "Ars Magica" or "Mage:The ascension" you would know what I'm talking about. I was planning a new Spell system, based on combinig spell parts to create effects, Using only triggers (I find trigger programming really fun, and relaxing), no SLK editing. I've been taking a look at the matter, and maybe I would be able to help you with Ideas or programming (As I said, I'm still a newbie. But I learn fast), while I work on my idea. Sadly, I'm currently busi finishing my campaign for the contest, but 15Aug is just a few days away. So your idea sounds great! It would help many people in the community! If there is only a project I would like to help with, It would be this, of course. So any help you may need, I would be glad to try to help. I would post more ideas in a few days :) |
| 08-02-2002, 04:04 PM | #8 |
Guest | dataangel wrote: >In making a concept map I already ran into a problem with this. >Spells get unlimited range under this method -- the order is >given even if the unit has to walk over a distance to cast the spell I have given some thought to this as well, although I haven't gone about implementing it yet (kudos for getting it under way). What about assigning a Region to each spell casting unit which determines the range (yeah, it'll be a square, not a real radius)... You can then use the Region - Move action in the triggers. This way every time the player goes to use a spell the region will be moved (centred on unit) and then the trigger either looks for its target within that region, or creates a unit-type in that region in front of the caster. Would probably take some work, but if you're using some fancy heal spell or damage spell that has a specific target then the region check can just be used to make sure the target of the spell is IN the region. Hope this is clear. I would be interested to hear/read what other solutions there are. Nicodemus |
| 08-02-2002, 04:07 PM | #9 |
Did you download my map and look at my triggers? |
| 08-02-2002, 04:59 PM | #10 |
I had to make a fix to the range and made casting animation appear. Here is the new map. |
| 08-02-2002, 05:05 PM | #11 |
Guest | Alright, thanks Tc 43. Glad you were able to get that map on-line before you decay ;) I'll have a look when I get home tonight. Nicodemus. |
| 08-02-2002, 05:12 PM | #12 |
My most common isotope (Technetium-99) has a half-life of 212,000 years. I'll be here for a while. |
| 08-02-2002, 07:52 PM | #13 |
Guest | I was doing this spell modification with triggers on my map but I never renamed my spells or anything because I thought it wouldn't be able to carry on throughout bnet. If I was just misinformed about this and it's actually possible to transfer the new blps. txt info through bnet, please let me know :) It would be great to have a spell where a spell wouldn't have a false mana cost/name. |
| 08-02-2002, 08:02 PM | #14 |
You _can_ transfer blps -- but I'm not sure about txts yet. Technetium -- I'm making some alterations to the map to show off what can be done (gonna add a second spell too), I'll post it in a bit.... |
| 08-02-2002, 08:17 PM | #15 |
Guest | Nice work with the triggers, I learned something just now. Anyhow, what kinds of spells are you considering? Hero spells? Unit spells? I've got a few things in mind, let me know. |
