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TFT World Editor cant do this! :(

06-27-2003, 10:20 AM#1
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You can make new spells, but you can't make status effects! So if you make an ability called Poison Touch or something, based on the poising sting ability, there is NO WAY to make the affected unit be 'poison touched', it will always show that the unit is infected by poison sting.

Thumbs down :nono:
06-27-2003, 10:22 AM#2
leppy
hmph that sucks... well at least there is more good news than bad about the tft we... but i still cant wait to get the game!

wait... how did you find that out anyways?
06-27-2003, 10:36 AM#3
Hivemind
Ok thats it!

We need a TFT WE patch right NOW!
:ggani:
06-27-2003, 10:48 AM#4
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Quote:
Originally posted by leppy
hmph that sucks... well at least there is more good news than bad about the tft we... but i still cant wait to get the game!

wait... how did you find that out anyways?


Im a 1337 pirate -.-
06-27-2003, 11:37 AM#5
playamarz
So basically they are doing what they always did anyways...

I mean.. When you copied over spells in the .slk editors and the such and made new ones.. Didn't you have to base it off another spell anyways?

Alls you'd have to do is maybe... Make a spell based on something that allows you to target a single unit...

Have the range be really close... Then when a [unit] is issued a certain command and blah blah blah.. Alls you'd have to do then is just trigger it to do the sufficient damage to the unit..

You could change the art and the icons and everything to suit your needs around what's needed... Just not the actual status effect...

It could be a pain.. But as long as the spell is remotely close to what you need... It shouldn't be a problem... Just have to work a little bit to get around it...
06-27-2003, 12:27 PM#6
TFTSPOILER
Thats true, I found that oute just 10 minutes ago.

I changed the aura to "Lightning Aura" (endurance aura) that I used for a custom building (an lightning tower). Change all art and names. But then the icon in the STATUS on the units were Endurance Aura and the name and description aswell (not the art around the model tho, I used brilliance aura art.). oh well.
06-27-2003, 12:31 PM#7
playamarz
See.. There ya go... I figured that's how they would do it anyways...

Creating your own buffs would require direct "coding" and would require alot more knowledge than just a simple JASS interface could handle... But.. You can enhance a buff and make it alot better and different by changing the old one.

Also.. When you think about it... At least you don't have to reload the damn mpq files over and over again everytime you make a change ;)
06-27-2003, 12:36 PM#8
weaaddar
No they said you couldn't edit buff art through the ability editor.
What they fail to mention was that buff art is hardcoded and can't be edited by txt file manipulation on battle.net
06-27-2003, 03:01 PM#9
FyreDaug
Yeah unfortunately weaaddar is right.
07-06-2003, 07:29 AM#10
Panto
I successfully edited part of the buff for Malganis' Dark Conversion ability. I removed the sleep effect and the green glowing cone. However, I couldn't remove the splat of the unholy aura which it has. I'm pretty sure that I couldn't do that before TFT or 1.10 RoC, either.

So, what I'm saying is, the buffs aren't hardcoded. Or at least, that one isn't.

For reference, I edited it by commenting out the Art values for the Dark Conversion buff in the NeutralAbilityFunc.txt file. Then, I imported that file into the map using WE's import editor, and I changed it to a custom path of "Units\NeutralAbilityFunc.txt".
07-06-2003, 08:17 AM#11
Arche
Let's just make a small prayer that they insert that function in a later patch.

Also, they have changed a lot of spells to make them more editable (Raise Dead, Merge with Hyppogriff), and thats a good thing.
07-06-2003, 03:46 PM#12
LordAllout
I'm not sure but are you referring to the little box in the unit window showing the effects and describing them?

If you are, sadly due to time restrains, Blizzard didn't have time to add buffart to spell editor so like for slow poison, you'll have to extract NightElfAbilityStrings.txt from your mpq and edit the part that saids this

Quote:
Bufftip=Slow Poison
Buffubertip="This unit was hit by Slow Poison; its movement speed and attack rate have been reduced, and it will take damage over time."


And edit the bufftip to whatever and buffubertip to describe the effects of whatever. Note the the bufftip will affect all spells with the same ability code so if you have like Slow Poison, Poison Sting, Poison Touch, and Poison whatever (all using same code), you should edit the bufftip to Poisoned and give a general ubertip like This unit is Poisoned; its movement speed and/or attack rate have been reduced and/or it will take damage over time. Just a suggestion.

Again I may be referring to something not related to what you stated or people above might have posted about this already in much shorter and easier to under post. ://// Hope you can excuse me for being slow
07-06-2003, 06:07 PM#13
Panto
So, what's a good way to get the four-letter code for custom spells, in order to define unique buff information for them?
07-06-2003, 06:19 PM#14
LordAllout
Quote:
Originally posted by Panto
So, what's a good way to get the four-letter code for custom spells, in order to define unique buff information for them?


Again not sure what you meant but than again I'm slow. Spells with same ability code share the same bufftip [Bxxx] [Xxxx]

So if you base a spell off of endurance, that custom endurance spell uses the orginial endurance's bufftip and buffart.
07-06-2003, 06:23 PM#15
Arche
Quote:
Originally posted by Panto
So, what's a good way to get the four-letter code for custom spells, in order to define unique buff information for them?


You can't define unique buff information for custom spells.

However, if you want to check the code, just go into the ability editor and press control-D