Abilities - Introduction

Sooda

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Introduction to Ability Editor​
I would like to thanks and give credits to: SD_Ryoko, Chocobo and Darg, for helping me with their made tutorials.​
Preview:​
1. Object Editor Ability Tab fields, explanations and usage.​
2. Object Editor Navigation.​

1. Object Editor Ability Tab fields, explanations and usage.
1.1 "Art- ..." fields.
1.2 "Data- ..." fields (Isn' t touched in this topic.).
1.2.1 "Human unit & Hero data fields explanations (Opens in new window.)
1.3 "Sound- ..." fields.
1.4 "Stats- ..." fields.
1.5 "Techtree- ..." fields.
1.6 "Text- ..." fields.

2. Object Editor Navigation (Works for all Object Editor tabs).
2.1 Search tips by AceHart.

NOTE: Every field dosn' t work for every ability because many abilities are "hard coded" what enables or disables only for these abilities specific field(s). Every ability vary on data fields available. Basically all of the things we can't modify is hardcoded (Credits for last sentence to Tom Jones).

UPDATE 02.08.07: Changing Blizzard made default abilities dosn' t apply new changes to them. If you want to change something from ability you first have to make copy of that ability and then change it.

1.1 "Art- ..." fields.

As raw data "Animnames"
"Art - Animation Names" allows you to assign animation what unit will use if ability is being used. You can see most usable animations from small preview screen when you have "Unit Tool Palette" active. In Object Editor you can' t assign specific animation, only type. It means if you got 2 different "spell" animations it will randomly pick between these two animations. If for example unit dosn' t have "spell, throw" animation it will move one step back and tries to play "spell" animation.

As raw data "Areaeffectart"
"Art- Area Effect" allows you to determine animation what appears in point of ability being cast.

As raw data "Buttonpos"
"Art- Button Position - Normal (X)" Determines ability button position in column (4 columns, starting from left as 0, 1, 2, 3.).
NOTE: If field for ability button is empty it means it is hard coded and dosn' t show button in-game. It applies to all "Art- Button Position ... (...)" fields. Easy way to find out does ability has icon in-game is to see if in Object Editor ability has small question mark icon before its name. If there is question mark it means it dosn' t show button in-game at all. For example ability "Phoenix Fire" dosn' t show button in-game.
WARNING: Position of button is ignored when it is placed within a spell book. Spell book position the buttons according to how it is placed within the "Data- Spell List" (Credits to Ayumilove).

As raw data "Buttonpos"
"Art- Button Position - Normal (Y)" Determines ability button position in row (3 rows, starting from up to down as 0, 1, 2.).

As raw data "Researchbuttonpos"
"Art- Button Position - Research (X)" Determines ability button position in column when ability can be learned (4 columns, starting from left as 0, 1, 2, 3.).

As raw data "Researchbuttonpos"
"Art- Button Position - Research (Y)" Determines ability button position in row when ability can be learned (3 rows, starting from up to down as 0, 1, 2.).

As raw data "UnButtonpos"
"Art- Button Position - Turn Off (X)" Determines ability button position in column when ability is autocastable (4 columns, starting from left as 0, 1, 2, 3.).

As raw data "Unbuttonpos"
"Art- Button Position - Turn Off (Y)" Determines ability button position in row when ability is autocastable (3 rows, starting from up to down as 0, 1, 2.).
NOTE: Picture from World Editor Tutorials (Credits to Darg),
uniteditor1.jpg


As raw data "CasterArt"
"Art- Caster" allows to attach model on your unit attachment point(s) (Needs to be unit with attachment points available.).

As raw data "Casterattach"
"Art- Caster Attachment Point 1" determines attachment point where is model from "Art- Caster" attached.
NOTE: Every unit dosn' t have same attachment points, most usual are (Credits to SD_Ryoko):
  • overhead (Floats over the unit' s head, but dosn' t sway with.)
  • head (Sways with the unit' s animation.)
  • chest
  • origin (Usually at the base of a unit' s feet.)
  • hand
Attachment point modifiers for "hand":
  1. left
  2. right

Additional attachment point modifiers:
  • foot
  • weapon (for heroes)
  • sprite (for buildings)
  • medium (for buildings)
  • large (for buildings)
  • mount (for mounted units)
  • rear (for quadrupeds)
  • first (for buildings)
  • second (for buildings)
  • third (for buildings)
  • fourth (for buildings)
  • fifth (for buildings)
  • sixth (for buildings)
  • rallypoint (for buildings)

As raw data "Casterattach1"
"Art- Caster Attachment Point 2" determines attachment point where is model from "Art- Caster" attached.

As raw data "Casterattachcount"
"Art- Caster Attachments" determines what attachment points are used ("Art- Caster Attachment point 1", "Art- Caster Attachment point 2" or both. Value "1" for point 1 and "2" for points 1 & 2.).

As raw data "EffectArt"
"Art- Effect" creates model to point of ability being cast.
NOTE: This field is used for ability "Flame Strike". Studying that ability should give knowledge how to use that field when available.

As raw data "Art"
"Art- Icon - Normal" determines ability icon.

As raw data "ResearchArt"
"Art- Icon - Research" determines ability icon when learnable.

As raw data "Unart"
"Art - Icon - Turn Off" determines autocastable ability icon.

As raw data "LightningEffect"
"Art- Lightning Effects" Only works for Chain Lightning and Siphon Mana type abilities.

As raw data "Missilearc"
"Art- Missile Arc" determines missile arc ( Object Editor default max value is 1.00.).

As raw data "Missileart"
"Art- Missile Art" determines what animation is used for missile.
WARNING: Abilities which are not lightning/ instant only have missile art (Credits to Ayumilove).

As raw data "MissileHoming"
"Art- Missile Homing Enabled" is boolean if true, tracks target of ability being cast. If false dosn' t do so.

As raw data "Missilespeed"
"Art- Missile Speed" determines how fast does missile move/ fly (If set to 0 moves instantly. Usually is inaf to use value between 0 and 2000.).

As raw data "SpecialArt"
"Art- Special" creates model at point of ability caster. Is something like a universal Data field, as in an effect whose appearance may vary depending on the ability itself (Credits to SFilip for last sentence.).
NOTE: Works for ability "Blink".

As raw data "Specialattach"
"Art- Special Attachment Point" probably possible to specify a specific attachment point, and presumably has "origin" as a default (Credits to SFilip for its definition).

As raw data "TargetArt"
"Art- Target" allows to attach model on target unit of ability being cast attachment point(s) (Needs to be unit with attachment points available.).

As raw data "Targetattach"
"Art- Target Attachment Point 1" determines attachment point 1 where is model from "Art- Target" attached.

As raw data "Targetattach1"
"Art- Target Attachment Point 2" determines attachment point 2 where is model from "Art- Target" attached.

As raw data "Targetattach2"
"Art- Target Attachment Point 3" determines attachment point 3 where is model from "Art- Target" attached.

As raw data "Targetattach3"
"Art- Target Attachment Point 4" determines attachment point 4 where is model from "Art- Target" attached.

As raw data "Targetattach4"
"Art- Target Attachment Point 5" determines attachment point 5 where is model from "Art- Target" attached.

As raw data "Targetattach5"
"Art- Target Attachment Point 6" determines attachment point 6 where is model from "Art- Target" attached.

As raw data "Targetattachcount"
"Art- Target Attachments" determines what attachment points are used ("Art- Target Attachment point 1", "...", "Art- Caster Attachment point 6", some of them or all. Value "1" for point 1 and "6" for points 1 to 6.).


1.2 "Data- ..." fields (Isn' t touched in this topic.).

As raw data "DataA1"
NOTE: The raw data level names are displaied like "DataYX" where "Y" is data type and "X" is ability level.
"Data- ..." This field is almost for every ability different and is meant for that ability only.
NOTE: Go to File> Preferences and check box what reads: "Allow negative real values in the Object Editor". Now hold down "Shift" key and double click on field to edit. That allows negative and/ or values what would usualy not be allowed.


1.3 "Sound- ..." fields.

As raw data "Effectsound"
"Sound- Effect Sound" a sound played when the ability is cast.
NOTE: Used for ability "Wind Walk".
WARNING: You can' t turn off ability sound, it always uses default sound (Credits to Ayumilove).

As raw data "Effectsoundlooped"
"Sound- Effect Sound (Looping)" used for abilities what on activation works period of time.
NOTE: Used for ability "Locust Swarm". Changing this field value with sound what loops may work in-game. Atleast it works for ability "Locust Swarm".

1.4 "Stats- ..." fields.

As raw data "Area1"
NOTE: The raw data level names are displaied like "AreaX" where "X" is ability level.
"Stats- Area of Effect" determines area in where units are affected or are in acquisition range.

As raw data "BuffID1"
NOTE: The raw data level names are displaied like "BuffIDX" where "X" is ability level.
"Stats- Buffs" determines what buff is shown on a unit when ability is working (Active).
NOTE: There are many abilities what uses different buffs for caster and target. That kind of abilities are "hard coded". You should copy both buffs and modify them if it is necessary for your custom ability.

As raw data "Rng1"
NOTE: The raw data level names are displaied like "RngX" where "X" is ability level.
"Stats- Cast Range" range from what distance you can cast ability.

As raw data "Cast1"
NOTE: The raw data level names are displaied like "CastX" where "X" is ability level.
"Stats- Casting Time" time what is waited before ability is activated.

As raw data "Cool1"
NOTE: The raw data level names are displaied like "CoolX" where "X" is ability level.
"Stats- Cooldown" Time what is needed to wait until you can reactivate ability.

As raw data "HeroDur1"
NOTE: The raw data level names are displaied like "HeroDurX" where "X" is ability level.
"Stats- Duration - Hero" when hero is caster it is time how long ability works if casted by hero. If hero is target determines time how much stays effect of ability on hero.
NOTE: This field value purpose is usually determined by the ability type.

As raw data "Dur1"
NOTE: The raw data level names are displaied like "DurX" where "X" is ability level.
"Stats- Duration - Normal" when unit is caster it is time how long ability works if casted by unit. If unit is target determines time how much stays effect of ability on unit.
NOTE: This field value purpose is usually determined by the ability type.
WARNING: This field means in morphing abilities (Example: Metamorphosis) time before morphing is successfully finished. That time is needed to play unit morphing animation if it has one (Morphing abilities are meant to be used only by few units who has that animation. Morphing abilities are half "hard coded".
  • You can only morph heroes to heroes and units to units. Morphing unit to hero or vice versa causes errors and bugs.

As raw data "EfctID1"
NOTE: The raw data level names are displaied like "EfctIDX" where "X" is ability level.
"Stats Effects" determines effect of ability mostly unknown field.
NOTE: One of few abilities what uses this field is "Starfall".

As raw data "hero"
"Stats- Hero Ability" if true and "Stats- Item Ability" false then it becomes hero ability with proper hero "Text- ..." fields what to edit.
NOTE: Some unit (Example: Barrage.) and item abilities when converted dosn' t show all new fields. That' s why you need to save your map and restart World Editor and again open (Reload) your map so it would load it right.
WARNING: If "Stats- Hero Ability" and "Stats- Item Ability" both are true "Text- ..." fields do not appear so double check everything is right if you want to convert unit or item ability to hero ability.

As raw data "item"
"Stats- Item Ability" if true and "Stats- Hero Ability" false then it becomes item ability.
NOTE: If false and "Stats- Hero Ability" also false then it becomes unit ability.

As raw data "levelSkip"
"Stats- Level Skip Requirement" quote from Object Editor: "Hero levels which much be gained for each successive ability level. Use zero for the default (from Gameplay Constants).".

As raw data "levels"
"Stats- Levels" determines how many levels ability has.
NOTE: Unit abilities are leveled with triggers and/ or with Upgrades.
WARNING: There are many unit abilities what are not levelable. There is a way of doing separately new ability for each level (Of course editing values in growing order.) There is a way of leveling these kind of abilities with dummy "Orb of Slow" item ability what is converted to hero ability, but I will touch that topic in other chapter. Don' t forget to check "Unlevelable abilities" list from here (Credits to Chocobo):

As raw data "Cost1"
NOTE: The raw data level names are displaied like "CostX" where "X" is ability level.
"Stats- Mana Cost" mana value needed to cast (activate) ability.

As raw data "priority"
"Stats- Priority for Spell Steal" value for ability "Spell Steal" (The higher the value the bigger chance that ability will be "stealed". Steals only buffs and applies them to friendly (Good buff form enemy)/ enemy (Bad buff from friendly) units).
PERSONAL NOTE: Steals only autocastable buffs in my opinion. Ability "Bloodlust" has priority of 11, looks like something good...

As raw data "race"
"Stats- Race" Defines the race to which the ability belongs. This field also affects in which race folder the ability is categorized in the Ability Editor (Credits to Darg).

As raw data "targs1"
NOTE: The raw data level names are displaied like "targsX" where "X" is ability level.
"Stats- Targets Allowed" defines the type of targets that the ability can be targeted at.


1.5 "Techtree- ..." fields.

As raw data "checkDep"
"Techtree- Check Dependencies" is boolean and works with "Techtree- Requirements" and "Techtree- Requirements - Levels" if it is true it checks both fields and if they are fulfilled ability becomes available.
NOTE: For custom abilities it is usually false.

As raw data "Requires"
"Techtree- Requirements" upgrades what are needed to research all before ability becomes available.
NOTE: For custom abilities usually everything is deleted from this field.

As raw data "Requiresamount"
"Techtree- Requirements - Levels" if all upgrades from "Techtree- Requirements" are at least at this level ability becomes available.
NOTE: For custom abilities it is usualy set to 0.

1.6 "Text- ..." fields.

As raw data "EditorSuffix"
"Text- Editor Suffix" very useful string field what allows to add remarks about ability what are not shown in-game.
NOTE: Usually they are used like "(Clockwerk Goblin-Level 1)" and in-game it only shows this "Kaboom!" (Of course without "").

As raw data "Researchhotkey"
"Text- Hotkey - Learn" hotkey what can be used to learn ability (Hero ability only.)
NOTE: This field dosn' t work for some abilities (You can' t change default letter of hotkey- it is a bug.) like "Aerial Shackles".

As raw data "Hotkey"
"Text- Hotkey - Normal" hotkey what can be used to activate or "pick" ability to target point/ unit (Object).
NOTE: This field dosn' t work for some abilities (You can' t change default letter of hotkey- it is a bug.) like "Aerial Shackles".

As raw data "Unhotkey"
"Text- Hotkey - Turn Off" hotkey what can be used to deactivate autocastable abilities.

As raw data "Name"
"Text- Name" name of ability what is shown only in Object Editor not in-game.

As raw data "Orderon"
"Text- Order String - Activate" used by triggers and AI to turn on autocast for autocastable abilities. This field is constant- it means you can' t change it. You can, but it dosn' t work in-game what so ever.
NOTE: Usually this field is useful in condition check for trigger(s). For example if unit' s order string equal to "bloodluston" (without "") it means unit activated autocast for ability "Bloodlust".
WARNING: Do not give to unit/ hero two or more abilities based off of same ability. Their order strings will get messed up and it will activate mostly wrong ability (First ability from left always in my opinion.).

As raw data "Orderoff"
"Text- Order String - Deactivate" used by triggers and AI to turn off autocast for autocastable abilities. This field is constant- it means you can' t change it. You can, but it dosn' t work in-game what so ever.
NOTE: Usually this field is useful in condition check for trigger(s). For example if unit' s order string equal to "bloodlustoff" (without "") it means unit deactivated autocast for ability "Bloodlust".


As raw data "Unorder"
"Text Order String - Turn Off" used by triggers and AI to deactivate activatable abilities. This field is constant- it means you can' t change it. You can, but it dosn' t work in-game what so ever.
NOTE: Usually this field is useful in condition check for trigger(s). For example if unit' s order string equal to "unimmolation" (without "") it means unit deactivated ability "Immolation".

As raw data "Order"
"Text- Order String - Use/ Turn on" used by triggers and AI to activate activatable abilities. This field is constant- it means you can' t change it. You can, but it dosn' t work in-game what so ever.
NOTE: Usually this field is useful in condition check for trigger(s). For example if unit' s order string equal to "immolation" (without "") it means unit activated ability "Immolation".

As raw data "Researchtip"
"Text- Tooltip - Learn" ability name for hero abilities when learnable.

As raw data "Researchubertip"
"Text- Tooltip - Learn - Extended" description of ability with level information when learnable.

As raw data "Tip"
NOTE: Each raw data name for different levels are same.
"Text- Tooltip - Normal" ability name for hero/ unit abilities when learned.

As raw data "Ubertip"
NOTE: Each raw data name for different levels is same.
"Text- Tooltip - Normal - Extended" description of ability with level information when learned.

As raw data "Untip"
NOTE: Each raw data name for different levels is same.
"Text- Tooltip - Turn Off" quote from ability "Bloodlust": "Right-click to activate auto-casting.".

As raw data "Unubertip"
NOTE: Each raw data name for different levels is same.
"Text- Tooltip - Turn Off - Extended" quote from ability "Bloodlust": "Right-click to deactivate auto-casting.".
NOTE: "Text- Tooltip- ..." fields depends on ability type- is it hero, unit or item. With each hero level additional "Text- Tooltips ..." appear.


2. Object Editor Navigation
2.1 Search tips by AceHart.

Well, here's a tip for next time:

Object editor,
open the abilities tab,
press ctrl + F,
type "lightning" (or whatever ability you want to find),
if the first hit wasn't correct, press ctrl + G (find next) as needed.
 

SFilip

Gone but not forgotten
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> "Art- Caster" allows to attach animation on your unit attachment point(s)
> "Art- Missile Art" determines what animation is used for missile.
> "Art- Effect" creates animation to point of ability being cast.
> "Art- Target" allows to attach animation on target unit of ability being cast attachment point(s)
> "Art- Special" creates animation at point of ability caster.
Animation? I'd rather go for "model".

And I'm pretty sure Art - Special is something like a universal Data field, as in an effect whose appearance may vary depending on the spell itself.

> "Art- Special Attachment Point" unknown.
Probably possible to set a specific attachment point, and presumably has "origin" as a default.

> "Sound- Effect Sound" unknown.
A sound played when the spell is cast. See Wind Walk.

Needless to say how nice it would be if you could explain all the possible data fields. However this would probably take too much time...
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
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sooda could you add more information about how to use the data

for example:
missle art
- abilities which are not lightning / instant only have missle art
- i tried using chain lightning, removed the lightning effect and replaced with frost wyrm missle art, and use missle speed at 700, and it didnt work.
- try to add useful information on how to manipulate the data instead of
giving plain explanation of whats the function

also, you could talk about sound?
- i cant turn of the ability sound !!! << you could add that too,
- even though i change the sound, it will always use the default sound.

=================================================


btw, create a table of content, above and split into categories

where is the interval damage? or the interval time to damage a unit?
that one cant set to 0, if set to 0, it lags the pc, or may be crash it
 

Chocobo

White-Flower
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I would like a see in Raw Data Form for names (I'm only using Raw Data which loads quite faster for my computer). :p


Examples :
"Stats- Mana Cost" : Cost'level' (ex: cost1)
"Data- ..." : Data'Row''level' (ex : dataC3)
"Stats- Cooldown" : Cool'level' (ex : cool2)
"Stats- Area of Effect" : Area'level' (ex: area6)


1. Object Editor Ability Tab fields, explanations and usage.

There will be more? yay :p
 

Sooda

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Thanks for constructive criticism, I will edit it and add your suggestions and remarks. Adding raw data names too. Right now it is basics, I gonna wrote a pice how use dummy units and abilities with summoning abilities they give bretty awsome effects. I didn' t thought explaning fields goes so huge. I don' t mind writting about data fields I just have to do research before I can write anything.'

EDIT: Maybe someone would share the secret how to creat breaks so I could make hyperlinks to Art- , Data- , Sound- , Text- and etc. Thanks for helping.
 

Sooda

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I edited it and think it is finished I don' t want to add too much info into "basics". So I gonna rest now a bit. I have to get my school things right- that means no tutorials in meanwhile. But I try my best. Now only hyperlinks and "back to start" link after each break and it is done.
 

SFilip

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Sooda

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1 is meaning for the level that is currently selected.

Erm... did I explane wrongly ? I think the "blabla" part is good if you need to check quickly one spesific field value info then you can see all what is related to it.
Thanks SFilip for your help and others too who have post reply. Now I have finished it and everything should work as planed (I tested anchors myself :D ). I will make "Data- ..." field explanation differently to a new thread but it comes in future God knows when but it should still come. It took some time to make this "Introduction" like ordinary huge trigger work ~ 12h with all the updates. Changed "As raw data" color to more darkish so it would not hurt eyes so much (Who cares my monitor sucks ... ).
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
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hi sooda
i dont really understand by this paragraph

As raw data "Buttonpos"
"Art- Button Position - Normal (X)" Determines ability button position in column (4 columns, starting from left as 0, 1, 2, 3.).
NOTE: If field for ability button is empty it means it is hard coded and dosn' t show button in-game. It applies to all "Art- Button Position ... (...)" fields. Easy way to find out does ability has icon in-game is to see if in Object Editor ability has small question mark icon before its name. If there is question mark it means it dosn' t show button in-game at all.

could you give an example of an ability which doesnt show x y coordinates?
what do you mean by hard coded ?

and btw, add this info to your database <3
position of button is ignored when it is placed within a spell book
spell book position the buttons according to how it is placed within
the data spell list.
 

Chocobo

White-Flower
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hi sooda
i dont really understand by this paragraph



could you give an example of an ability which doesnt show x y coordinates?
what do you mean by hard coded ?

and btw, add this info to your database <3
position of button is ignored when it is placed within a spell book
spell book position the buttons according to how it is placed within
the data spell list.

For the moment it is only according to the "Ability Editor" and part 1.


could you give an example of an ability which doesnt show x y coordinates?

Orb of Slow. Phoenix Fire. Claws of Attack +3. Ring of Protection +2.... <blabla>.
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
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> For the moment it is only according to the "Ability Editor" and part 1.

dont really understand by what you have said o.o"

> btw the hard coded thingy, what does it mean
 

Tom Jones

N/A
Reaction score
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?!
You guys are referring to the ingame icon, right? If not, you got me confused :)
*Edit*
All the actions in the we refers to some scripts (blizzard.j and common.j), and these scripts refers to c++ scripts, and it's these scripts we call hardcoded.
Basically all of the things we can't modify is hardcoded.
 

Sooda

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Btw "Orb of Slow" ability uses different ability (In data) and if that different ability has button it will show it in-game.

EDIT: Updated it with suggestions and info what I didn' t knew myself, thanks all !
 

Chocobo

White-Flower
Reaction score
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Btw "Orb of Slow" ability uses different ability (In data) and if that different ability has button it will show it in-game.

EDIT: Updated it with suggestions and info what I didn' t knew myself, thanks all !

The only exception about arrows are Flaming Arrows (or Fire Arrows? don't know how to call it in english), Cold Arrows (or Frost Arrows?), Black Arrow (The exception between all the whole list of buffing auto-casts), Incinerate (No one uses this but it is quite useful with buff), Incinerate (Arrow), and Slow Poison (Slow effect thingy without mana cost and auto-casted).


Teh Sooda said:
WARNING: Do not give to unit/ hero two or more abilities based off of same ability. Their order strings will get messed up and it will activate mostly wrong ability (First ability from left always in my opinion.).

You should say that the orderId for orderon doesn't matter. (Exceptions : Channel, Charge Gold and Lumber)
 
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