| 08-14-2002, 05:28 PM | #1 |
ok peeps in the sticky thread HERO SPELLS AND THEIR POSITIONS http://www.wc3campaigns.com/forums/s...&threadid=1071 there was an excel spreadsheet with the hero spells and what slot they take... well i just spent a few mins and found out where the rest of the spells/abilities go. here ya go and i tested a few combos and everythign seems right! SLOT 1 SKILLS Firebolt (Neutral Hostile) Dark Portal (Archimonde) SLOT 2 SKILLS Cold Arrows (Sylvanas) Rain of Chaos (Archimonde) SLOT 3 SKILLS Dark Conversion (Malganis) Reincarnation (Mannoroth) SLOT 4 SKILLS Dark Summoning (Tichondrius) Death & Decay (Neutral Hostile) Inferno (Neutral Hostile) Inferno (Tichondrius) Earthquake (Neutral Hostile) Finger of Death (Archimonde) Soul Preservation (Malganis) Metamorphisis (Illidan) Rain of Fire (Neutral Hostile) Starfall (more powerful) AND NOT SURE IF IT WORKS OR NOT BUT SLOT 1 SKILL Dark Conversion (Malganis, fast) that one had the pic of one of the devs and no tool tip... soo i assume it dont work... *shrug* tray and see i guess. well there ya go peeps, i would have added them onto the excel spreadsheet and repost it but didnt want to get yelled at or banned or whatever ;-p so if weaaddar wants to add them to his list himself he can, if he even reads this. anyways later peeps. enjoy. |
| 08-14-2002, 06:13 PM | #2 |
Actually I don't mind it all, please edit it and fix the spelling (Something I'm to lazy to do) I only did the defualt 12 becuase thats an Old eXcell spreadsheet from beta when we only had those 12 heros and there spells to work with. |
| 08-14-2002, 07:09 PM | #3 |
heres an updated version of the excel spreadsheet. |
| 08-16-2002, 09:18 PM | #4 |
just to let ya peeps know in advance im working on another excel sheet for basic unit skills and which slot they go in ;-p should be up in the next day or two i hope. unless something comes up and delays me. oh and heres a bit of info that you maybe able to use. to use 2 skills from 1 slot all you got to do is take a slot from the higher lvls... for instance if you want Holy Light AND Death Coil (slot 1 skills) just dont give that hero a lvl 2 spell... or if you want to give your hero Critical Strike and Evasion (slot 3 skills) just dont give them a slot 4 skill.. ya follow?? that would make rpgs a bit mreo interesting a little char dev if ya got 4 skills that have 3 lvls instead of 3 skills with 3 lvls and 1 with 1... they have to tweak their char with the skills they prefer and leave 1 skill at lvl 1. anyways that trick works with custom builders too... for instance if ya use the guard tower to make 4 towers and want to give them all to 1 builder it wont work cause what it'll do is try to give all the towers to the same slot effectively pushing 1 over each time, so seeing there are 3 slots for the towers at teh bottom you get 1 disappearing... (not sure if ya followed that or not) |
| 08-16-2002, 09:27 PM | #5 |
i guess i could share this bit of info as well.. it was kind of interesting. i made a hero with his 4 skills etc and for fun used the pulldown with the Items heading under NORMAL Abilities (should be right above the HERO Abilities spot might need the unofficial editor never used the plain one) i then gave him Item Town Portal and Item Command... now that was the interesting part cause on the line above his hero skills he had a 2 pics of the associated items and when i clicked on them they actually worked with no timer recharge and no mana consumption and could use them as much as i like (yeah yeah i know UBER when he can run from any fight at will and command any unit but high level creeps and heroes sent against him) but what was neat about it you could use Item Spell Immunity or Haste etc which are constant effects anyways and viola they work (yeah i KNOW jsut use the tiemr cooldown instead of a bloody skill but i was using it as an example ;-p hehe) you HAVE to be careful when using the Unit pulldown from the normal abilities though cause they have a tendacy of misplacing the hero abilities. anyways enjoy. |
| 08-17-2002, 07:12 AM | #6 |
Guest | Lookin if there is someone who has found how to unit- add ability because I know there is unit - remove ability ne one know?? |
| 08-17-2002, 10:47 PM | #7 |
Guest | Probably that is possible in custom text only. |
| 08-18-2002, 12:11 AM | #8 |
Guest | Custom text??? Wot? |
| 08-19-2002, 02:44 AM | #9 |
heres the list of Normal Units abilities/spells or most of them anyways (didnt do some of the buildings skills/transport skills that are obvious) but now ya can pick and mix and whatever ;-p and even use in conjuction with the hero skills list to give some of these to hero units... how about Slow Poison skill on a rogue hero :-) hehe anyways enjoy! ps. in excel format like previous list. |
| 08-19-2002, 06:30 PM | #10 |
Guest | Yes, so i've seen many posts back and forth concerning this issue and decided to hopefully leave a post that will answer everyone's questions. So: Hero abilities, as you know, default to a certain position when they are researched and used. Now, you can't edit any spells as of 1.01, but i have heard that you can add rows to Units/AbilityData.slk according to weaaddar here. i'll have to try that out. so you can't edit spells, how are you going to get all those kick *** auras on if they all overlap and thus push a few other abilities off the command menu? all the buttons in all of the command menu have a position array that determines where their graphics goes during gametime. it's a two dimensional array, the first value is from 0 to 3, indicating the x position on the command menu. the second value is from 0 to 2, the y position. so the button [0, 0] is the top left button, which will always be Move. You can actually edit these array values so that you can put the abilities wherever you want. in this case, youll just move the buttons around so that you can get at least 4 abilities you wanted for a certain hero. now, how do we go about doing this? well first, youll need to have your hands on an mpq viewer, the popular one is WinMPQ. this link just downloads a program that will in turn download winMPQ, im sure someone has a direct link, but this is what i have. get mpq, load up war3.mpq, find and extract these files: Units\HumanAbilityFunc.txt Units\NeutralAbilityFunc.txt Units\NightElfAbilityFunc.txt Units\OrcAbilityFunc.txt Units\UndeadAbilityFunc.txt but them in a temp folder or whatnot. when you open them up, youll see all the units corresponding to the respective race with multiple varibles. the only two youre concerned about are the Code:
Buttonpos=#,# Researchbuttonpos=#,# example: Divine Shield in Units\HumanAbilityFunc.txt: Code:
// Divine Shield [AHds] Art=ReplaceableTextures\CommandButtons\BTNDivineIntervention.blp Unart=ReplaceableTextures\CommandButtons\BTNDivineShieldOff.blp Researchart=ReplaceableTextures\CommandButtons\BTNDivineIntervention.blp Buttonpos=1,2 Unbuttonpos=1,2 Researchbuttonpos=1,0 Order=divineshield Unorder=undivineshield we're worried with once again the Buttonpos and Researchbuttonpos. you wanted the keeper of the grove to have this in is 3rd button bottom row, and when you want to add it, for some bizarre reason you want it in the 2nd button middle row. it should look like this when youre done editing: Code:
// Divine Shield [AHds] Art=ReplaceableTextures\CommandButtons\BTNDivineIntervention.blp Unart=ReplaceableTextures\CommandButtons\BTNDivineShieldOff.blp Researchart=ReplaceableTextures\CommandButtons\BTNDivineIntervention.blp Buttonpos=3,2 Unbuttonpos=1,2 Researchbuttonpos=2,2 Order=divineshield Unorder=undivineshield save the text file into a folder where you put your map. finish your map, and now grab MPQ2K. now youre ready to add the text file to the map so that those settings will overwrite the default values. the way you do that, get into DOS, get into the directory where they are both kept, copy the MPQ2K program as well, and type this: Code:
mpq2k a <mapname>.w3m <race>AbilityFunc.txt Units\<race>AbilityFunc.txt where <mapname> is, well, if you can't guess, kill yourself right now and <race> is what Race you edited whether it be Human, Orc, Undead, NightElf, or that non-race Neutral...race. right, so just do that and BAM! you map is now ready with all the changes, so open up war3 and play it. IF IF IF IF IF IF IF you want to make changes, note that you have to do the whole merging process again, changing the map in the world editor after this step will save the map, overwriting the old map, and by doing such will delete your precious text file. have fun with it, please feel free to point out if i've made any grammatical errors. and if i have, you know what i meant to say, you ***. |
| 08-19-2002, 06:37 PM | #11 |
Guest | Evidently editing spells still doesnt work...someone heard some rumors that it did and got all crazy. so i'm pretty sure the canadians are to blame for this rumor...but maybe it's those conniving swedes...bastards! let the embargo on sweeden BEGIN! |
| 09-01-2002, 06:05 AM | #12 |
Editing spells very much DOES work. The slightest mistake will ruin everything though. I'm am working on a preview map for my campaign that I plan to include customized abilities with. In due time I will perfect creating new spells that don't overwrite old ones (I've only gotten 1 of the 16 new spells I've created to work 100% correctly, and it is done exactly like the others. I'll figure this crap out eventually.) |
| 09-09-2002, 06:59 PM | #13 | |
Guest | Quote:
Just as a random thought... couldn't you set all the ability positions to bottom left (0,2) - and then the game engine would automatically shift all other abilities 1 to the right? Meaning, you could easily select any 4 hero abilities and have them laid out in order of appearance in the WE? |
| 09-15-2002, 03:28 PM | #14 |
Easy way to edit spells: Extract the AbilityData.slk to warcraft 3/units/AbilityData.slk Then edit a spell like the Death Knights Revive spell with excell so it has a casting delay on 1 sec and costs 1 mana or so plus making it require only level 1 like the other spells. Then this can be his first spell. You can also edit the dread lords ultima spell, so it summons any kind of unit you want. Maybe a flying sheep:D I tried this. I editted my reg so war3 uses files from the warcraft 3 folder instead of the mpq as first priority but I dont know if this is really required but then you dont have to edit MPQ files... Have fun if you want to edit spells(with some restrictions still). I dont think you can make one ultimate similar to another like the revive into the meteor rain or something. It seems this might be set in some dll file or something. Not sure though. **added: ** I just checked the slk file again. Seems You might add spells by making a new alias and use the same code and uberalias. I have not tried this yet. Not yet... f.ex. dreadlords inferno "AUin AUin AUin" copy row to new row and edit to "AUix AUin AUin" and change the stats of the spell. Now you might be able to make a whole new spell with the code of another spell. I guess the code refers to the dll. |
| 09-24-2002, 03:26 AM | #15 |
Guest | I would like to know what those 'Unused' spells are, like aarl or something...or do they just do absolutely nothing at all? (Btw is it possible to put item abilities on units? I saw a flipdown menu that said units AND items.) |
