Spell creation tutorial?

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The Watcher
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Joined: Wed Jan 13, 2010 8:33 pm
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Spell creation tutorial?

Postby The Watcher » Wed Jan 13, 2010 8:41 pm

Hey everyone!

I'm new to modding and starting to learn my way around the software and methods, but one thing I want to do that I don't even know where to start is making new abilities for my units. I tried searching the forums here and at campaigncreations, as well as searching for tutorials on google, but haven't had any luck. Can anyone direct me to a tutorial they know of? If it helps, I'm using PyMS v1.2.1. Thanks in advance!
Derqua
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Joined: Mon Nov 30, 2009 8:47 pm
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Postby Derqua » Wed Jan 13, 2010 9:57 pm

Well first of your going to want to get Dat Edit and FireGraft.


Dat Edit, because PyDat is a little troublesome at times.
FireGraft, because it lets you change button sets, which is the heart of your question.

To add abilities to a unit open up Firegraft.
Your going to need to select your 1.16.1 Starcraft.exe.
Save as - "Name of Mod" - Save
Open Button Set tab.

Go to the unit you wish to add the ability.

Select a button from the list, right click, click add item.

The number you enter is where you want the ability to go:
123
456
789
in that order.
Change the side drop downs so that your button has the appearence you want.

Now go to dat requirements.

Go to the use tech area.

Find your tech and change the requirements to include your unit.
.

I just made the Dark archon have the ability to return minerals/gas, not like it needs it.

That should be all that you need to know to do that, other than string changes.

To change the strings just open up PyTbl and click on the blue folder to get default strings, then save your modified strings in your folder with the mod in it.

Hope you come by with more questions ;) .
The Watcher
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Joined: Wed Jan 13, 2010 8:33 pm
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Postby The Watcher » Thu Jan 14, 2010 12:09 am

Thanks very much! That was a huge help! I'll have to explore FireGraft some more and get my bearings. Is FG also the program to use when creating new spells? I want to make a spell similar to consume, but make it possible to use on enemy units and remove the feature that gives the unit energy (basically, a close-range, instakill, free spell).
Derqua
Posts: 51
Joined: Mon Nov 30, 2009 8:47 pm
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Postby Derqua » Thu Jan 14, 2010 2:05 am

It is also used for that, but the only way that I've seen it used is with the help of plug-ins.
Try using the general plug-in template if you have visual studio's or another c#/c++/vb editor, but I can't help that much with plug-ins.
TassadarZeratul might help you.
The Watcher
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Postby The Watcher » Sat Jan 16, 2010 2:27 am

Thanks for all your help, guys! I've experimented with a few different practice mods to learn more about the different things you can do with FireGraft. In one of my experiments, I was trying to completely convert the Magellan (Science Vessel) unit into a unit identical to the Kerrigan (ghost) unit in every way. I successfully added Magellan to the Ghost Heroes group in FG, incorperated it into all the necessary spells' "Use Tech" requirements (including StimPacks, as an added test), changed all the data, and am pretty much done doing the complete conversion (just the iscripts left). However, the Magellan version doesn't seem to be responding right with using personnel cloaking. Whenever I click on it it doesn't do anything and if the unit's energy is below 250, the "Not enough energy" error pops up when the cost is set to 25. All the other abilities work fine, so I'm not sure what's wrong. Any ideas?

@bajadulce
That's good news that I won't have to make a plugin for the spell. One more thing off the list of software to learn (at least for now). How might I go about editing that? If you point me in the right direction, I'm confident I would be able to teach myself. If it's helpful, I don't want to replace consume; I just want to copy it and then move the copy into the direction of an instant kill spell. I just picked consume because it seems like the closest thing to what I want to make.

Thanks guys!
Derqua
Posts: 51
Joined: Mon Nov 30, 2009 8:47 pm
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Postby Derqua » Sat Jan 16, 2010 4:19 am

The Watcher
Posts: 14
Joined: Wed Jan 13, 2010 8:33 pm
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Postby The Watcher » Sat Jan 16, 2010 6:04 am


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