Staredit Network > Forums > Modding Assistance > Topic: Adding Spell Effects?
Adding Spell Effects?
Aug 17 2011, 3:12 am
By: ubermctastic  

Aug 17 2011, 3:12 am ubermctastic Post #1



I wanted to make a spell that allows a Zergling to spawn broodlings on itself.
I know how to make the zergling have a broodling button, but I don't know how to make the button have any effect. Can anyone help me?



None.

Aug 17 2011, 3:15 am Pr0nogo Post #2



You need to make it train the Broodling, which can be done via FireGraft. I don't know if you can have it spawn 2, try checking '2 from each egg' in DatEdit or whatever the box is under advanced.




Aug 17 2011, 3:15 am Jack Post #3

>be faceless void >mfw I have no face

That wouldn't kill the zling though, would it?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Aug 17 2011, 3:18 am ubermctastic Post #4



Yeah, I wanted it to kill the zergling, I tried to make a spell using spawn broodlings as the effect, but theres no target self flag, so that didn't really work >.<



None.

Aug 17 2011, 4:57 pm Voyager7456 Post #5

Responsible for my own happiness? I can't even be responsible for my own breakfast

The best approach would be to have it morph into Broodlings using the Unit Morph action (like the Larva) and check the "2 from each egg" box.

I believe (but I'm not sure) that these Broodlings will have the default (50) energy when they are created, so they'll have a relatively short lifespan. You could fix this with some plugin magic, or you could create another, similar unit to the Broodling that doesn't have the timed lifespan, depending on what your goal is.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Aug 17 2011, 5:31 pm ubermctastic Post #6



Ok I gave it the button but nothing happens when I click on it >.<



None.

Aug 17 2011, 6:03 pm Raitaki Post #7



Quote from name:K_A
Ok I gave it the button but nothing happens when I click on it >.<
Have you actually modded the button so that it actually does sth?



None.

Aug 17 2011, 6:11 pm ubermctastic Post #8



I gave the morph button to the zergling. I changed the data requirements to match what I wanted.

I saw somewhere that it had to do with exe edits. What do I have to change?

Post has been edited 1 time(s), last time on Aug 18 2011, 1:14 am by K_A.



None.

Aug 18 2011, 3:51 am Voyager7456 Post #9

Responsible for my own happiness? I can't even be responsible for my own breakfast

You need to change both the Broodling's build requirements and the requirements for the Morph Unit action. There are also EXE edits called "Command Restriction - Check Unit Type" and "Order - all non morph units to use coccoons" - these need to be enabled.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Aug 18 2011, 3:35 pm ubermctastic Post #10



It works now :D TY

Now that that's done can anyone tell me how to make the button appear when I have multiple zerglings selected?

Post has been edited 1 time(s), last time on Aug 18 2011, 3:51 pm by K_A.



None.

Aug 18 2011, 9:54 pm ubermctastic Post #11



Nevermind I figured it out.
Theres a Can Create unit requirement in exe edits that when enabled allows any unit to morph while multiple of them are selected



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
Please log in to shout.


Members Online: NudeRaider