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Changing summon creature code ...

12-27-2002, 12:19 PM#1
Guest
Is anyone success in changing the summon code of creatures like in Feral Spirit or Inferno or a new spell create with theses models, or any other creature spells ?
If i do this that crash.
(I know that i could change datas of these creature or use triggers, but i want to know if we could modified the summon code)
Thanks.
12-27-2002, 01:32 PM#2
Electromancer
It works, ever played valley of dissent? the peon summons 3 white wolfs to help him. I mean i guess they might have changed the feral spirit model, but you can change the unit code.
12-27-2002, 02:17 PM#3
Trav
Quite possibly the easiest thing to do is to change the units themselves. If you'd rather your KotG summon granite golems, change the treant model and statistics to match.
12-27-2002, 05:33 PM#4
Byelobog
I have done this in my map. I have a custom spell I made (based off of summon water elemental, with only one level and usable as an ability instead of a hero spell) where it summons a building which uses the ancestral guardian as the model for it - I called the spell "summon ancestral guardian".

All I did was copy the spell data from water elemental into an unused spell slot (e.g. pilot tank), change the attributes to be used as an ability (or if you want, a hero spell), and change the unit code to match a unit that wasn't otherwise being used in the map.

You can find a list of unit codes with USWE 3.5 (which you can get over at UMSMaps.com in the files section), just pick one you want and put it in your spell. I would recommend using a spell which has a unit code already listed in it (e.g. inferno or summon water elemental).

Or, if all that is too complicated and you want to do a simple change, simply change the unit that's already being summoned (e.g. use the spell feral spirit - pig and change the data for the pig) to what you want. This is the easier way, but there is less you can do with it.

When I did this I didn't crash at all - did you make sure and move the abilitydata.slk into your .w3m file after you altered it with the new unit data code?
12-27-2002, 05:52 PM#5
Guest
I tried but without success in creating a new spell as yours.
But i'll try to do as you : using an unused slot like load tank.

Good idea, i'll try.
12-28-2002, 01:39 AM#6
DryMaltExtract
Changing spells with a Bxxx in their data.txt and func.txt causes problems still does it not? At one point I had a duplicate summon water elemental. If a single person had both spells, since they refer to the same spell, only one will show up. When two people were created, each with one of those spells, problems occured, of which I can't remember, but one of them was to simply crash warcraft due to a memory error I believe. This error occured after I changed the unit code for Water Elemental to Bronze Dragon and the duplicate's to Black Dragon. Now, when I gave both spells to one guy, as per before, only one icon showed up in his ability list (they had diff positions incase you think that's the problem). When I cast the spell, one of each dragon came up. When I gave one spell to the other character more problems occured. I summoned the bronze with one guy, up came the bronze dragon, when I summoned the black one, CRASH memory error. So yeah, watch out for this stuff if you try and mess around with spells with the Bxxx etc. (Mentioned in all the spell editing faqs). They can be changed fine, but duplicates of them make it all go to hell.
12-28-2002, 05:03 AM#7
Guest
Quote:
Changing spells with a Bxxx in their data.txt and func.txt causes problems still does it not?

I actually had some questions about this also. As it turns out you can have two spells that use the same Bxxx entry.

What you can't do is 1) duplicate the Bxxx entry and 2) create a new one. You can edit the Bxxx entry, but it will also change the buff graphic for the original spell.

Quote:
At one point I had a duplicate summon water elemental. If a single person had both spells, since they refer to the same spell, only one will show up.

Your problem here is that you can't have two spells on the same hero or unit that have the same code, regardless of what alias or uberalias you have assigned. Fortunately, some spells have similar effects. (ex: Water Elemental, Feral Spirit, Infernal) None of this has anything to do with the Bxxx entry. It applies to all spells.