Helping with abilities

Jindo

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I've recently seen ability questions being asked here at the moment so here is some stuff about basic and advnaced spell modding:

Basics: The most basic way to edit a spell is to change a few parameters in the object editor. Sometimes people say that they do this but no difference is made. If you want to edit an ability like blizzard and change the model then let me show you how:

Make a new effect based on blizzard, if you want to change the model go to the art ection and where it says something like "Model File" you may change that to whatever you desire. I changed it to acid bomb and ended up with a floor with green bubbles bursting all over.

You've changed the effect now make and ability based on blizzard. In stats/ art/ data whichever, there should be an effect paremeter. Change that to the custom one that you just made.

this is merely one way of editting a spell in a basic way. you can change the models of summoned units, increase the damage and waves in abilites and so much more

Advanced Spell Modding

I'm not that much of an expert but if you want to make an advanced spell which does nothing that the normal abilities can do. You must pick an ability that best suits your new spell. Set all the paremeters to 0 (change a few afterwards if this helps).

Now you are ready for the advanced stuff.

Making a trigger is by far, the easiest way to editting a spell, the real experts who know what to do use JASS, a complicated programming language that you type into the trigger editor.

Whenever you do a trigger for a totally new spell, alway make sure that the event you being with is "a unit begins casting an ability" (unless it is an aura then use something like "map initialization" or "every 0.01 seconds of game time").

The condition must specify the custom ability being cast.
e.g: conditions - ability being cast equal to "World Peace".

The actions you must specify whatever youwant to happen.

e.g: actions - add "player 2 (blue)" to "player 1 (red)"

That should help people who need to know the basics and more things about abilities.

~Jindo
 
Very advanced spells can also be made in trigger, ability being cast equal to, i think is more basic because its one condition and w/e yo want to do in actions.

Ill give an example of a advanced type of spell.

Code:
Advanced
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Death Shot
    Actions
        Set CastingUnit_1[(Player number of (Owner of (Casting unit)))] = (Casting unit)
        Set TargetUnit_1[(Player number of (Owner of (Casting unit)))] = (Target unit of ability being cast)
        Set OwnerofCastingUnit_1[(Player number of (Owner of (Casting unit)))] = (Owner of (Casting unit))
        Game - Display to Player 1 (Red), at offset (0.00, 0.00) for 5.00 seconds the text: (Target has been locked to  + (Name of TargetUnit_1[(Player number of (Owner of (Casting unit)))]))
        Floating Text - Create floating text that reads Target Locked above (Target unit of ability being cast) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
        Set FloatingText_1[(Player number of (Owner of (Casting unit)))] = (Last created floating text)
        Unit - Pause CastingUnit_1[(Player number of (Owner of (Casting unit)))]
        Wait (Random real number between 1.00 and 5.00) game-time seconds
        Floating Text - Destroy FloatingText_1[(Player number of (Owner of (Casting unit)))]
        Unit - Unpause CastingUnit_1[(Player number of (Owner of (Casting unit)))]
        Unit - Set life of TargetUnit_1[(Player number of (Owner of (Casting unit)))] to ((Life of TargetUnit_1[(Player number of (Owner of (Casting unit)))]) / 2.00)

That will set the target of the spell hp to 50% less.
It will tell the player of the owner of the casting unit what unit they have targeted.
It will create text above the unit that has been targeted saying Target Locked.
 
Yes that's the kind of ability that should be in a hero arena or dota or something like that, in game it would look clear what was going on (especially with the target locked part, that was a very good idea).

I'm not so good at the advanced stuff. Whenever i do an ability, i set all the things to 0 like I said, but in game even with the trigger on it still just does its original effect.

Anyone else with any advanced spell triggers, please show them. :D

~Jindo
 
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