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Spell Wizard...?

07-08-2003, 05:06 PM#1
Electricall
Well I just think that creating spells in TFT is a very tedious task, it takes ages. Myself, I got a puny 10 heroes in my map, but when I look at it, that's 10 x 4 = 40 skills, plus 4 levels in each. If someone could make a fast wizard that filled in the stats it would be awesome, where you could see the effect of the spell and so.
07-08-2003, 07:18 PM#2
Matrix141
I think any customizations on the Spell Editor in the TFT WE should include ALL buffart and art for each spell. IE: Starfall does not have the target art or caster art anywhere in its spell information in the editor therefore it isnt possible to edit target art for the spell itself or any copies of it. This is the same with blizzard too.
07-08-2003, 07:36 PM#3
Electricall
Huh? Don't understand... emote_sweat
07-08-2003, 08:15 PM#4
combatken
Simply put, you can't change the art of most of the spells/skills. Chain lightning or for instance, has an unchangable missile art. Other spells, such as Banish or Entangling Roots have unchangable effect art. (Like eroot's vines).

To change little annoying things like this (which can be even more tedious), extract the raceabilityfunc.txt files, and find your spell within. Comment out the target/specialart, or whatever you don't like, save it, and import it into your map using the import editor. Be sure to change the pathname to Units/raceabilityfunc.txt.

And a question, if anyone knows, how to you keep an effect art looping on its target for a custom spell? (Like how silence or entangling roots stays around until the spell ends) I want to keep the cyclone effect on a custom spell (based off berserk) on the unit, but it goes away after 5 seconds.

[Edit: geh, think you have to change buffart, but for me it doesn't always work]
07-08-2003, 09:36 PM#5
LordAllout
Heh, try 50ish heros with their own unique background and spells that fit them while still keeping the map balanced and playable for both teams. Oy oy :////

Well I find the old way much faster than using spell editor, don't know why. Probably because I got use to the way all data is lined up.

And by wizard do you mean like those programs? Its easier to edit spells when you seen all the spells and icons and got a general kind of like a map sort of to draw out how to balance the teams out. My general web is team 1 has few units but their 29 heros make up for it, team 2 has alot more units but 21 heros. Team1s hero, mostly unit killers, Team2 hero, mostly hero killers. Well from what I said above it sounds like team2 is better since they can kill all their heros and let their units reign supreme but you'll have to see it plus this isn't about my map :ggani: