| 10-20-2002, 08:03 AM | #1 |
I was looking at the .slk files and .txt files, and noticed that the .slk files had the different names like adgn (dont now if thats real, just an example.) And i thought "Hey, maybe when blizzard gets it together, we can create completely custom abilities." But thats the problem, the whole thing with the .slk and that are messed up bad after the last patch. Well, anyway, what i was thinking was is you put in your own little thing, say ketw, in the .slk file, make it how you want, then in the NeutralAbilityFunc.txt , add in that same thing. Basicly add something like this (names are just stuff i make up, you dont have to use them yourself): //Bomb Cannon [ketw] Art=ReplaceableTextures\PassiveButtons\PASBTNHumanArtilleryUpOne.blp Buttonpos=1,1 And anything else you may want to add like: Requires=keqa And then do the same thing for strings, but just make sure that you use the needed parts of it. This could all not work, and if you try to test it now, then the results probably wont be very good. But if you know what your doing, and if later on you can incorperate this (if blizz ever gets it together) then it may help if you need the extra abilities. Maybe since the WE reads files, you could just put it in there (if your not too familiar with what does what in the .slk file) change it to what you want, and then add it into your game. Remeber that this is all a theory, and may not work. And if someone had the same idea and posted it already, then im sorry, cuz i didnt see it. And if you were gonna post something like this, then HA i got to it first.:ggani: |
| 10-20-2002, 05:36 PM | #2 |
it is entirely possible and has been done for a long time to create entirely new spells, but they have to use the olgic of pre-existing spells, so basically, you can change what they look like, but now what they do, at least you cannot make a spell that does something entirely different, you can edit the values and change it so it only does part of a certain spell, like make frost nova only hurt one unit, or only hurt the other units |
| 10-20-2002, 09:15 PM | #3 |
I dont think your gettin what im saying, did you even read the post? |
| 10-21-2002, 02:27 PM | #4 |
hmm well i thought i knew what u meant, but if i didnt im sorry, if you could rephrase it, im sure i could help you |
| 10-22-2002, 08:29 AM | #5 |
I wasnt posting it to get help, i was posting it to give ppl ideas. And It basicly says, Make your own letter code (aka. feda), set make it how you want it to act, add any extra letter codes that you would need to make it work, like how polymorph has three (i think), and then add it into the abilityfunc.txt of your choice (nightelf, human, ect.) and add it into the abilitystring.txt of the same race. Remember, you whould have to put the letter coding in there so it went to the right ability. This might even come into adding your own models for the spell animations. Well, it doesnt really matter, just an idea i had. I just post ideas i get, and see where they lead. |
| 10-22-2002, 03:32 PM | #6 |
ok i see what you are saying now, but i'd like to point out that it won't work, because at the moment we cannot make functional X or B code only A code, so only spells with a single entry work |
| 10-22-2002, 08:44 PM | #7 |
Ok. Maybe some day there this will be possible, but not now. |
| 10-24-2002, 06:32 PM | #8 |
Guest | Yeah right now it isn't possible as the slk's work hand in hand with the source code. I tried this while a while ago. |
