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zombie522
03-07-2006, 4:46 PM
Hey i was wondering, if it is possible, how you could change the effects of spells; or perhaps you could combine spells like plague and ensnare? So it would be damaging and would slow the targets. Is there any way to edit spells at all?

Lord of the Undead
-Zombie

U-238
03-07-2006, 4:48 PM
Yea there's a way. Unfortuneatly I'm at work so I'm not in front of my other computer at home. If you can wait untill tonight. I'll see if I can post and tell you.

U-238

zombie522
03-07-2006, 4:50 PM
Yea I can wait. Thanks.


If anyone else can help me before then i would appreciate it.

Lord of the Undead
-Zombie

King_Critter
03-07-2006, 6:32 PM
You could have a unit cast both spells at once, but that's the only way I know of.

zombie522
03-07-2006, 6:35 PM
I thought about that, but what I really want is to be able to change all the statistics of a spell. Not just combine a bunch of them together and have an ultimate spell. Although that sounds kinda kool too.:D

Lord of the Undead
-Zombie

Holocaust
03-07-2006, 6:47 PM
You could place the useweapon code twice in the unit's attack code with Ice or IceCC


But to cast a spell?
I'm guessing in Ice/CC, you could add the useweapon code into the unit's special animation.
But that would mean, the unit would always use that weapon that has been corresponded with the useweapon code when casting

U-238
03-07-2006, 8:29 PM
Yea, exactly what Holocaust said. But before I begin you CAN do IceCC right?

zombie522
03-07-2006, 9:15 PM
I know IceCC basic, but I learn quickly. So if you don't use too much technical talk without explanation I should be able to do it.
But I don't want to just make units attack with spells. I would like to be able to change all the setting of a spell if it's possible.

Lord of the Undead
-Zombie

Holocaust
03-07-2006, 9:32 PM
Aye, up there my explanation was about using 2 weapons/spells.
Like you could make a spell look like it damages as well as using it's effect.
You mentioned combining Spells, so you would need to:
Go into a spells iscript, and place the useweapon code in the spells initial animation/attack animation

If you want to change the settings of a spell like increasing it's splash radius or range, you can do that in AIII

zombie522
03-07-2006, 9:41 PM
But let's say i want to make plague do the normal damage, but also cause the unit to move slowly(like with ensnare)and to lose all shields and energy(like emp). Is there any way to combine all of these without showing all the graphics or attaching it to a weapon.

Lord of the Undead
-Zombie

MidnightGladius
03-07-2006, 9:53 PM
It's doable, but it screws some other stuff up. I'm not going to go real indepth due to lack of time, but basically you find the weapon IDs of those spells, attach them to the spellcasting iscript of that unit (this only works for some), and then go to images.dat and replace the explosion graphics for those spells with blanks. Unfortunately, this also screws up the original spells. Good luck with it.

And before anyone gets pointlessly excited, this is me just glancing around and deciding to answer out of boredom. I am not, repeat not, permanently back.

That will come in its time.

zombie522
03-07-2006, 9:57 PM
Could I just find a blank/unused spell and make it into a new one?

Lord of the Undead
-Zombie

mongoose41
03-07-2006, 11:12 PM
And before anyone gets pointlessly excited, this is me just glancing around and deciding to answer out of boredom. I am not, repeat not, permanently back.

That will come in its time.Awww. Anyway you could change the unused gauss rifles into spells (copy, paste) and change their graphics to that of, say, a queen spell carrier or a emp/lockdown missile. That way you could have multiple spells looking like just one (except for the shadows) and maybye a weapon or two.

zombie522
03-07-2006, 11:16 PM
Ok I was just wondering how to do stuff like this. Thank you. If anyone else has any ideas the Thread is still open.:)

U-238
03-08-2006, 5:02 PM
Sorry I couldn't get back to you soon enough. An (*clears throat*) unforeseen event happen last night. Anyway. I''m glad to see eeveryone here jumping in to help. Basicly everyone said it. Use the "useweapon" code in the spells attack and yes, use the unused Gauss Rifles and use them as the new weapons. Also when editing the graphics for these new weapons select the Scourge. This should give the weapon no graphics and thus if you set them up right you should get the spells effect but without the grapics. Any other questions?

zombie522
03-08-2006, 6:35 PM
That's about it, but should i just use the unused gauss rifle iscript code and if not how will i change it to accept multiple spells in one?

Holocaust
03-08-2006, 6:43 PM
There are multiple unused Gauss Rifles, yet there is only one iscript that effects all of them

Look back a page, I had posted that placing the use weapon code in a spell's idle animation may work, and this page, MG had given points that it may screw up.

King_Critter
03-08-2006, 6:47 PM
I think you'd need stargraft for that... I heard that you can create your own spells if you'r really good...

zombie522
03-08-2006, 6:50 PM
I haven't ever got memgraft or other programs of that same nature to work. Probably because I couldn't figure out how to get them into the mod. But I may try some of that if you can tell me how to get it into the mod. Thanks.
There are multiple unused Gauss Rifles, yet there is only one iscript that effects all of them

Look back a page, I had posted that placing the use weapon code in a spell's idle animation may work, and this page, MG had given points that it may screw up.
But is there any other way besides screwing up the spells

Holocaust
03-08-2006, 6:56 PM
Stargraft doesn't actually let you create your own spells, it just modifies/add buttons
Tutorial for Adding spells is found here:
http://www.stormcoast-fortress.net/cntt/tutorials/camsys/spells/?PHPSESSID=a207c8077d4242b1f45b4e5585070d37

Creating your own TOTALLY new spells may require hex editing and that's pretty hardcoded >_>

King_Critter
03-08-2006, 7:02 PM
But I may try some of that if you can tell me how to get it into the mod. Thanks.

I don't know either. :D

Holocaust
03-08-2006, 7:09 PM
Utterly, utterly useless post Critter :<

http://www.warboards.org/showthread.php?t=14547
Here's a thread that may help you with Memgraph,
To incorperate a Mem Patch, Just save your modifications in memgraph as a .mgd file in a folder called custom that needs to be created in your mod folder
Path would be:
modfolder\custom\mgpatch.mgd

U-238
03-08-2006, 9:55 PM
But is there any other way besides screwing up the spells

Yes there is but if you're new to modding then it's probably beyond your skill right now.