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Hero skills on non hero units

08-15-2002, 10:21 PM#1
Guest
I have been exploring the txt & slk files. When i was playing with the UnitAbilities.slk and AbilityData.slk , then i wanted to try adding d&d to a peon... So i did and i succesfully completed it with only editing the map file.
This is how to do it....This weekend i will be checking more thru this files and post my discoveries here and if you guys already know dont flame thx

First off all decide what unit you want to add this ability to...lets take the Shade for example. Then We want to add Chain Lightning to it.

So we start off with opening AbilityData.slk and then go to far seer (22nd line) and take the code (2nd row from left) and copy the string which are AOcl

Then close this file and open UnitAbilities.slk Then search for Shade (95th line)and look for the abilList (row 5) There you will see 2 skills with the code Atru,Agho which i dont know what they are... It's the 2 skills the shade posses. Just remove them and add the line AOcl then save the file.

Then you create a map with a start location no triggers and a shade with som mana. Then paste the map and UnitAbilities.slk to the mpq2k folder and type in command window ( mpq2k a mapname.w3m UnitAbilities.slk Units\UnitAbilities.slk ). Then copy the map back to the maps folder. Start WC3 just like when you are goin to play normal without any extra string. Then select and run your map...The Shade has chain lightning :D I will submit som screenies tomorrow and search for more stuff like this :D . The reason in why this works is that when you add the skill to abilList it doesnt require any lvl and takes the code from AbilityData.slk. Then it adds the skill and ignores the lvl req cause it there is no for standard skills :) HAPPY EDITING FOLKS ;)

PS i didnt know if this was known or not....But i will check further in this tommorow im going to work in 5 hours and is still behind the screen....What i will check tommorow is if you can add standard skills to heroes (which probably is possible just going to test to be sure)
08-15-2002, 11:31 PM#2
Guest
That's very interesting. Do you think that by using the same method you could "break" the four abilities for a hero?

I mean, you cannot have more than 4 spells for each hero (unless you count custom items like I did for TRH 3). One for each bottom row slot, and they must be compatible together else you cannot see them (like taking Sleep, Mirror Image, Feral Spirit and Avatar, resulting that one of these spells won't be shown).

So, would it be possible to replace a slot used for Shadow Meld or Attack Ground (or Gather) with the spell of your choice?

In the same way, would it be possible to choose a specific slot for each spell (so all spells would be compatible with each other)?

My last question would be to know if map implementing this are compatible with battlenet.

Thanks.

By the way, you can easily give a normal ability to an hero, since they do have an 'Abilities' value in the unit editor. But, those abilities go into their specific slot (like Bloodlust goes in the first, Rejuvenation in the second, etc.).
08-16-2002, 12:17 AM#3
Diabolyx666
I'm doing alot of spells also, and you can easily give heroes a 5th spell, most of them a 6th also. Night Elves that use the shadowmeld ability are limited to 5 unless you remove from their abilities. .slk's and the AbilityFunc.txt's are some of the most powerful files to edit. You can make blizzard do 9999 damage in a wave and last for an hour, or make it do no damage and just look cool. I can turn an aura into an ultimate and make it stretch the entire map. I can summon a horde of black dragons for 1 mana with no cooldown. =) I can make mirror images do damage, AH!!! the possibilities are nearly endless! I've even turned cripple into a hero ability with 3 levels. Soon, I'll hopefully make 100% working new spells. The ones I've made so far are somewhat buggy.
08-16-2002, 04:11 AM#4
Guest
That's really nice :) But im aware of one thing..... I think the fillodaing order goes like this in wc3 WAR3.MPQ MAPFILE PATCH.MPQ and that the only files that is not loading on a map are the files in patch.mpq... I will test this theory this weekend....And i will test the overlap thing, now i have to prepare myself..going to work ill start from the moment i come home to see...But if someone in here have some time to spare....Try it :D


Diablo have you managed creating spells without adding files to the patch? Cause the cooldown is in AbilityData.slk and that file doesnt work to write over :mad: Well.....It also is in the patch.mpq...but how did you manage to create a horde of black dragons`?? That's something to look at if you have :D that means ppl could create some neat effect and units...then you could create a completely new race for a mod with unique skills. Welll...work work, ciao
08-17-2002, 12:04 AM#5
Guest
Quote:
Originally posted by Diabolyx666
I'm doing alot of spells also, and you can easily give heroes a 5th spell, most of them a 6th also. Night Elves that use the shadowmeld ability are limited to 5 unless you remove from their abilities. .slk's and the AbilityFunc.txt's are some of the most powerful files to edit. You can make blizzard do 9999 damage in a wave and last for an hour, or make it do no damage and just look cool. I can turn an aura into an ultimate and make it stretch the entire map. I can summon a horde of black dragons for 1 mana with no cooldown. =) I can make mirror images do damage, AH!!! the possibilities are nearly endless! I've even turned cripple into a hero ability with 3 levels. Soon, I'll hopefully make 100% working new spells. The ones I've made so far are somewhat buggy.

but, can you distribute and play a map with those on bnet?
08-18-2002, 04:37 PM#6
Guest
But i have tried doing this with 1.02 and i havent succeded....but in fact i obviously did something REALLY worng...cause it didnt work even if i added the units.slk to patch either. (1.02) i will try this later today...Not time for it now...And i havent been able to do this this weekend.