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SLK FAQ Thingy - Don't post until you read this

11-05-2003, 08:35 AM#1
decadence
I have noticed that a lot of people are asking the same questions over and over again, so I decided to compile the answers into a single thread to avoid having to repeat the solutions again and again and again.

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OMG XX Porgram duznt werk!1 It sez i need this dll!1 Where do I get the DLLs form???

go to www.dll-files.com
use the SEARCH option. ¬_¬ (for those who have temporarily misplaced their common sense :P)

negated due to the implementation of the buff editor in patch 1.14How do I change the Starfall art?

-Get WinMPQ and extract the Units\NightElfAbilityFunc.txt from War3x.mpq
- Find the Starfall entry in this file (use the Edit >> Find option)
- Change the Targetart to the model file you wish to use
- Save the file and import it into your map, make sure the path is Units\NightElfAbilityFunc.txt

negated due to the implementation of the buff editor in patch 1.14How do I change the buffs that show up when a unit is affected by spells like shadowstrike and auras?
note that you are obviously supposed to replace the <race> with the race that you are editing. ¬_¬.

For the bufftips (description that shows up when you put your mouse over the little box effect)

-Get WinMPQ and extract the Units\<race>AbilityStrings.txt from War3x.mpq
-Search for the ability you want to edit
-Look for the "bufftip" entry and edit the description (note that this obviously will only work if the spell in question actually HAS a bufftip)
-Save the file and import it into your map, make sure the path is Units\<race>AbilityStrings.txt

For the buffart (art that plays on the unit and the icon in the status)

-Get WinMPQ and extract the Units\<race>AbilityFunc.txt from War3x.mpq
-Search for the ability you want to edit
-Look for the "buffart" entry and edit the path for the art(note that this obviously will only work if the spell in question actually HAS buffart)
-Save the file and import it into your map, make sure the path is Units\<race>AbilityFunc.txt

How do I make the spell art play on the unit's head/hands/weapon/chest/below the unit?

Modify the attachment point. (refer to the list below to see which one you need)

Attachment Point Names:
overhead (floats over the unit's head, but doesn't sway with
the head as it animates)
head (sways with the unit's animation)
chest
origin (usually at the base of a unit's feet)
hand
foot
weapon (for heroes)
sprite (for buildings)
medium (for buildings)
large (for buildings)

Attachment Point Modifiers:
left
right
mount (for mounted units)
rear (for quadrupeds)
first (for buildings)
second (for buildings)
third (for buildings)
fourth (for buildings)
fifth (for buildings)
sixth (for buildings)
rallypoint (for buildings)

How do I change the art for chain lightning?

There are 2 ways to do this, you can either

I) Import the art that you want chain lightning to use and rename it to the right path

II)
-Use WinMPQ to extract Splats/Lightningdata.slk and open it. Locate the chain lightning entry and change the art.
-Import the file into your map, make sure that the path is Splats/Lightningdata.slk

(mana burn, finger of death and a few other spells have their art specified there too, you can try changing their art, but I've only tested it with chain lightning)

How do I make my spell not show up on the hero, like the abilities "spawn spiderlings" and "mindrot"?

-Set the ability's position so that it clashes with patrol/move/attack/hold position.
-If the ability is castable, make sure you remove the hotkey

How do I make the level requirement for a spell go higher than level 10?

You can either use an older patch's worldedit or use the abilitydata.slk file.

-Extract the abilitydata.slk file from war3x.mpq
-Find the spell you want and and edit the reqlevel field (the twelfth from -the left)
-Import the file into your map under "Units/Abilitydata.slk"

note if you import the abilitydata.slk into your map, it WILL override all normal spells that you edited in the objecteditor. make sure that you make custom spells when you are editing in the objecteditor if you intend to import the slk in.

How do I allow my hero to go past level 10?

In the WE, go to Advanced>>Gameplay Constants. Find the Hero Max Level field and change it.

How do I limit training of custom heroes? (this isnt exactly SLK editing, but quite a few have asked about this.)

- To limit training to one per hero type, specify the limit explicitly for each hero type with the trigger action

Player - Limit Training Of Unit-Type

How do I increase the size of a unit's projectile art?

Increase the scaling of the unit, and its projectile art's size will increase accordingly. Or you can edit the projectile model and scale it up.

How do I increase the size of spell projectile art (stormbolt, shadow strike, etc etc)

You need to edit the model for this. If you want to know how, check the modelling & animation forum.

How do I attach a weapon to a unit?

There are two ways to do this : the Special Effects trigger and the Sphere ability, the latter being easier but only available if you own TFT.

-The Special Effects trigger, being a trigger, is obviously beyond me =P. Check the map development forum or something.

-The Sphere Ability:
1) make a copy of the sphere ability (it should be under human).
2) for the spell art, put the path to the weapon you want to attach.
3) modify the attachment point - hand (if you want the weapon to be held).
4) edit the attachment modifiers - left or right, depending on which hand you want the weapon to be in.

negated due to the implementation of the buff editor in patch 1.14 Can I have two different spells based off Blizzard that have different art?

Unfortunately, you cannot. Only editing the ORIGINAL SPELL's buff works, so you can have multiple spells based off it, but not different art.
In order to work around this, however, you can search for alternative spells.

For example, in blizzard's case, you can use rain of fire or monsoon (although it will work slightly differently)

How do I disable autocast?

You cannot disable autocast using spell editing. Removing the yellow border doesn't do anything, unfortunately. The only way is to trigger the spell, or find an alternative spell that has a similar effect, but is not autocast.

For example, if you want a non-autocast version of faerie fire, you can edit the non-autocast Frost Armour (yes, there are two versions of frost armour).

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That's all I can remember offhand. If I made any mistakes or there is something you feel I should add in, feel free to PM me or post in here ^__ ^.
02-21-2004, 08:03 AM#2
Anitarf
Some of the answers about the graphics (buffart) are no longer a problem due to the 1.14 WE buff editor.

[edit: yeah, thanks for mentioning that, I'd clean forgotten about the buff editor ==;.]
06-30-2004, 08:31 AM#3
weeezez
thats real good.... but do you know how to do this:
when you pick up item then you get that weapon (buff) to your hand? i tried many things and none of them worked ;'(

this is old thread but anyway,....