Jindo
Self
- Reaction score
- 460
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
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


