Tutorial Buff Editor

jonadrian619

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The Buff Editor​
by jonadrian619​


Introduction​
This is a tutorial showing all fields of the newly made Buff Editor in WE. Buff editor edits the buffs and effects of certain spells and abilities. Buffs can be used to create custom GUI spells. (See bellow the buff editor fields) This tutorial has no 'unknown' descriptions of all fields.

NOTE: Install TFT patches 1.13 and above to acquire this new feature of World Editor.


Buff Editor Fields​
1 - Art
2 - Sound
3 - Stats
4 - Text


1) Art​

Art - Effect (Model)
Defines the model that will be used by the effect. This field edits the effects of spells like Blizzard, Rain of Fire and Monsoon and other Area or abilities which need Effects.

Art - Effect Attachment Point (String List)
Defines which point or points of a model the Effect will be placed. Examples are origin, hand, left or right, overhead, etc.

Art - Icon (Icon)
Defines what icon will be used for the Buff/Effect. The icon will be shown in a units 'Status' just below the 'Armor' icon. If the unit has multiple buffs, multiple icons will show up in the Status in the bottom of the screen.

Art - Lightning (Lightning)
If the buff/effect supports lightning effects, you can edit what lightning it uses here. Buffs/Effects that use lightning effects commonly have lightning. Examples are Mana Flare.

Art - Missile Arc (Real)
For ranged spells and abilities with buffs, defines the size of the missile arc from the
caster to the target unit.

Art - Missile Art (Model)
For ranged spells and abilities with buffs, defines what missile artwork he spell or ability will use.

Art - Missile Homing Enabled (Boolean)
For ranged spells and abilities with buffs, defines whether fired missiles will home in on the caster's target, or simply fire in a straight line.

Art - Missile Speed (Integer)
For ranged spells and abilities with buffs, defines the speed of a fired missile.

Art - Required Spell Detail (Spell Detail)
Defines how much detail the effect of the buff uses. Certain buffs induced by Auras have high detail.

Art - Special (Model)
Defines what effect will be used when the duration of the buff ends. Defines what effect will be used when units with this buff die by another unit which has it's Unit Editor Field "Combat - Attack x - Weapon Type" set to "Artillery" or "Artillery (Line)". Examples of buffs with Special models are Animate Dead and most buffs which are used by abilities that can summon units.

Art - Special Attachment Point (String List)
Defines what attachment points the model will be placed when a buff ends it's effect or when a unit dies with this buff.

Art - Target (Model)
If a spell can target enemy units or friendly units and has a buff/effect, defines what model will be used to the targeted unit.

Art - Target Attachment Point 1 (String List)
Defines which point of the targeted unit the model will be placed. Depends on how many attachment points the tergeted unit's 3D model has.

Art - Target Attachment Point 2 (String List)
See 'Art - Target Attachment Point 1' for more details.

Art - Target Attachment Point 3 (String List)
See 'Art - Target Attachment Point 1' for more details.

Art - Target Attachment Point 4 (String List)
See 'Art - Target Attachment Point 1' for more details.

Art - Target Attachment Point 5 (String List)
See 'Art - Target Attachment Point 1' for more details.

Art - Target Attachment Point 6 (String List)
See 'Art - Target Attachment Point 1' for more details.

Art - Target Attachments (Integer)
Defines how many attachment points should be used. If there are more attachment points used than the number of target attachments, the excess attahcment points will not be in effect.


2) Sound​

Sound - Effect Sound (Sound Set)
Defines what sound will be used by the buff when the buff is applied to a target or a target area.

Sound - Effect Sound (Looping) (Sound Set)
Similar as of 'Sound - Effect Sound'. But the sound in this field is looping or continous until the buff disappears.


3) Stats​

Stats - Is an Effect (Boolean)
Defines if the buff is an effect or not. When set to True, the buff will be in the Effects category. The buff can now be selected in the 'Stats - Effect' field of an ability.

Stats - Race (Race)
Defines which race the buff resides in. This is only used for categorising buffs. Does not affect any other aspect of the buff.


4) Text​

Text - Editor Suffix (String)
A field used purely within the editor, commonly for categorizing objects.

Text - Name (Editor Only) (String)
A field used purely within the editor, defining the name of the buff/effect.

Text - Tooltip (String)
Defines the name of the Buff or effect that can be seen within the game when a cursor is placed on the icon of the buff/effect in the 'Status:' portion.

Text - Tooltip - Extended (String)
Defines the full description of the Buff or effect that can be seen within the game when a cursor is placed on the icon of the buff/effect in the 'Status:' portion.

BuffImage1.jpg
 

esb

Because none of us are as cruel as all of us.
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Cool, very nice and well ordered.
Although the Sound text color is one step away from being white :p

I still have a question (uh oh) the Effect (Model) is the model taht the unit will have? Let's say i have the model "Exclamation Marks" Who will have the model?
 

jonadrian619

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The Effect model is always the model of an effect. If an ability uses this effect, it's targets will have the model.

TIP: To make this effect used by an ability, edit the abilitys Stats - Effects field and select the effect u want.
 

esb

Because none of us are as cruel as all of us.
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Oh, thank you :)
 

Sooda

Diversity enchants
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> tergeted unit's 3D model has.
One typo maybe fix that. These all fields are only in Buff Editor, some looks like from Ability Editor but dunno I haven' t seen them before (I dosn' t work with Buff Editor much.). Overall pretty nice I must say, good work jonadrian619. That sound font color is a bit too bright.
 
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