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Make/Edit Spells?

07-05-2002, 01:42 AM#1
aL Doom
I heard its possible. Could someone clarify? How do i do it? what do i need (apps) etc.

Thanks
07-05-2002, 05:21 AM#2
Guest
if so it definately isn't mentioned in the Blizzard documentation (and I've yet to find anything).
07-05-2002, 06:28 AM#3
dataangel
Nope, you can't. There's no built in way to do it. The only workaround I know if is to detect a spell that summons something (say water elemental), kill the elemental, and do a different effect. Should happen fast enough to look like new spell.
07-05-2002, 06:33 AM#4
BlacKDicK
You can edit spells on the alks but then it wont be a map creation stuff, but instead it would be considered a game modification and you would have to make sure ALL players are running the same mpq.
07-05-2002, 07:20 AM#5
Guest
Yes, you have to open a .slk to make a new ability or edit an old one. The .slk is is AbilityData.slk. Still, you won't have complete freedom; each ability has the code that operates it well, hard-coded. What you have to do is copy the line in .slk of an abilty that does about what you want, and you can edit values (such as damage, range, etc.

I may do a full guide later, or even make a program to automate this and upgrade creation. I just don't think that I've done testing yet (after 1 day of getting the game:D) to do anything authorative yet.
07-05-2002, 09:11 AM#6
Guest
dont worry, ill make a guide soon enough to keep yur guys updated with editing =)
07-05-2002, 09:12 AM#7
Guest
btw, if you have any request for spells , please psot them here. Were planning to create an additional patch that we try to get standart off . Actually , we will try to create our first campaign which implents slk edited stuff, such as new spells =)
07-05-2002, 12:31 PM#8
aL Doom
What I would really like to edit is the death n' decay spell. I want to change the weird purple stuff to death that was in the earlier beta. I have the slk pack (1.33 pack cookie released a while back) and I would like (nothing to do with spells) to change the shaman's voice back to beta voices. Correct me if i am mistaken: extract the voices from the beta and place them in directories matching the mpq directory...
07-05-2002, 03:15 PM#9
Guest
havent noticed the sound changes of the orc shaman, dont worry, that will be done then but ill make a special unit then which uses this sound.

about death and decay=i think the old beta stuff are not compatible with retail. Besides I tried that already, but you will get a weird thing that it will show up for X times

not recommended but it can be done
07-05-2002, 11:41 PM#10
aL Doom
Thanks. I guess I will be keeping an eye on this section if anything comes up :)
07-06-2002, 12:46 AM#11
dataangel
I think the beta model is still in the mpq in case you were planning to add it, btw.
07-06-2002, 11:12 AM#12
Guest
items with own spell effects would be possible...

the only workaround i found is to use "Item - Temporary Speedup" as effect (which is mostly rather nonsense) and make my own effect afterwards.

it would be cool, if there is a custom ability with no effect but usable...

(e.g.: i make custom item with 5 charges. ability: Speedup.
If you click on the item in the inventory, Speedup is USED, charges go down to 4 and the script which checks if such an item is used can be run with "Hero uses item"
but still, speedup is made!
i tried with other abilities, but most of them are not "usable", so even if they would not do any effect if used, u cant use them, and the script is not runned.)

an ability which is USABLE (so charges go down if you click on an item) but has no effect - this would be perfect. the effect could be scripted after all.
07-07-2002, 10:35 PM#13
dataangel
arkanlor: Summoned units. Just remove the summoned unit. Tada, no effect.
07-08-2002, 07:56 PM#14
Guest
doesnt work with items afaik.

how do you do that?

I tried, but e.g.
Felhound summoning
now i want to remove the unit if it is a felhound.

dont work. dammit.