| 07-05-2002, 01:42 AM | #1 |
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 |
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 |
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 |
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 |
Thanks. I guess I will be keeping an eye on this section if anything comes up :) |
| 07-06-2002, 12:46 AM | #11 |
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 |
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. |
