Staredit Network > Forums > Modding Assistance > Topic: Spells...
Spells...
Sep 11 2008, 3:23 pm
By: Devourer  

Sep 11 2008, 3:23 pm Devourer Post #1

Hello

I just want to ask if there is any tool to make/change spells or upgrades
for exampel to make a new spell like mindcontrol but just that this unit dies,
or that a speed-upgrade gives even more speed, or also can slowdown....



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Sep 11 2008, 5:58 pm poiuy_qwert Post #2

PyMS and ProTRG developer

There is currently no way to edit them currently (though you can change the iscript of spells, which can do some basic changes).

For your spell example you could simulate the effect by useing spawn broodling as a base, then either make the spawned units starting energy very low so it dies very quickly, or use GOT triggers to remove the unit created from the spell.




Sep 11 2008, 6:50 pm Devourer Post #3

Hello

thx



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Sep 11 2008, 9:36 pm bajadulce Post #4



Quote from poiuy_qwert
or use GOT triggers to remove the unit created from the spell.
This can be done without a location? I know you can remove "ALL" said units with limited criteria, but am not able to visualize how this would work without a location. I would be very interested in learning more.

.. and how's that location plugin that you, A_of_st, Farty, and DofA are working on coming along? :D



None.

Sep 11 2008, 10:45 pm poiuy_qwert Post #5

PyMS and ProTRG developer

Yeah, use the "Remove all UNIT for PLAYER" trigger.

Well i havn't actually talked to them about it, but i have already made an MPQDraft plugin (which i believe also works for the current firegraft) that can do it, i'd just need to finalize it and make it compatible with more versions (any ideas which it support?) of SC. I'll probably do it real soon :) Also, since i'll be helping DoA with some plugin stuff for the next version of firegraft, i could get a head start on a version compatible with the next firegraft too.

Post has been edited 1 time(s), last time on Sep 12 2008, 12:16 am by poiuy_qwert.




Sep 12 2008, 5:43 am bajadulce Post #6



Ok not to play semantics, but you originally said "remove THE unit.." which seemed to indicate that a single unit was removable via .got triggers? Granted, if there were only one unit, then yes, this would meet both conditions: "ALL" and "THE" unit. However to remove ONE of several units I thought required some sort of location?

.... 1.15.3 patch out now. :crazy: >:( :flamer: 1.15.0, 1.15.1, 1.15.2.. all outdated now. If you haven't already invested a shitload of work finding offsets for 1.15.2, I'd just concentrate on improving 1.15.1 Firegraft.



None.

Sep 12 2008, 8:18 pm Hercanic Post #7

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

For the most part, spells are quite limited. FireGraft allows you to give spells to different units, and with EXE edits there are certain aspects of spells that can now be modified. Some spells are in Weapons.dat, so you can modify some that way (such as damage, range, splash, etc). With iscript.bin, you can get creative with animations to spoof new effects.




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