Tutorial Lots of Mini Guides (Easy for Newbies and Pro Users)

ayumilove

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Ayumi's Official Thread

Chat
- Navigation is now much easier with hyperlinks on each topics!
- Click on the underline topics to view the content of your selection
- Click "Return" to return to the specific post in Table of Content
- Click 'Ayumi's Thread" to return here to the first post!
- Thanks to SunnyD, Exide, Chocobo for giving good advide + fixing bugs


Spell Book Guide
1. Spell Book FAQ
2. Newbie Spell Book Tutorial
3. Tips and Tricks of using Spell Book

Ability Guide
1. Tutorial: Ayumi's Basic Trigger Enhancing Spells
2. Ayumi's Spell Pack (Download Links included!)
3. Ayumi's Question Thread
3. Ayumi's Guide in Creating a Good RPG Map
0. Download Ayumi's Map Tutorial

Creating New Graphical User Interface (GUI)
1. Tutorial: Redesigning Tooltip Ability Appearance
2. Tutorial: Making High Quality Loading Screen
3. Tutorial: Import Icons into Map

Entertainment ~ Watch Warcraft Video! (Check at the bottom!)
1. Hatchery Havoc ~ map created (by AceHart)
2. SuperDota ~ map created (by IceFrog)
3. WC3 Tutorial: Creating a High Quality Loading Screen (by AyumiLove)
4. WC3 Tutorial: Importing Custom Model (by AyumiLove)
5. WC3 Tutorial: Importing Custom Icons (by AyumiLove)
6. WC3 Tutorial: Creating Trigger Enhance Ability (#1: Counter Strike)
7. WC3 Tutorial: Attachment Point Tutorial
8. WC3 Tutorial: ToolTip Tutorial
9. Ayumilove Windows Movie Maker






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Spell Book Frequently Asked Questions (FAQ)


(Ayumi's Thread)

Chat
- Here is a collection of popular questions about spell book
- Hope this will speed up in searching for the solution to your problems
- Click one of the links below to get started, click "Return" to come back up!

01. What is a spell book
02. How to make a spell book
03. How to fix spell book green icon color
04. How to make a spell which has multiple abilities
05. How to hide aura buff[/goto]
06. How to add spell book within a spell book
07. How to make spell book icon invisible
08. How to make spell book unopenable
09. How to add Hero abilities into spell book
10. How to add Hero Learnt abilities into spell book
11. How to enable two or more spell books work together
12. How to enable/disable share cooldown abilities within a spell book
13. How to arrange abilities position within a spell book
14. How to make spell book openable even though hero has 0 mana
15. How to have more ability inside the spell book each time the spell book level increases






1. What is a spell book
Answer: | > Return

1. Read my Newbie Spell Book Tutorial in my 2nd post for more info!
2. Spell Book is a unit ability that stores a maximum of 11 abilities.


2. How to make a spell book
Answer: | > Return

1. Object Editor > Abilities > Special > Items > Spell Book


3. How to fix spell book green icon color
Answer: | > Return

1. Check Art - Icon - Normal and Art - Icon - Research
2. If its left blank, it will show green icon button in game
3. Add a custom icon that you want from the drop down list


4. How to make a passive ability which has multiple abilities
Answer: | > Return

1. Create a spell book that contain all the abilities you want to have.
2. Create a passive ability to represent all the multiple abilities


5. How to hide aura buff
Answer: | > Return

1. Replace default buff by using Phoenix buff


6. How to add a spell book within a spell book
Answer: | > Return

1. Make both of the spell book has the same Spell Book ID
2. Use trigger to add spell book instead of Hero adding spell book


7. How to make spell book icon invisible
Answer: | > Return

1. Disable Spell Book for the Player using trigger
2. Example: Player - Disable A1 Spell Book for (Owner of (Triggering unit))


8. How to make spell book unopenable
Answer: | > Return

1. Use a passive ability to represent the spell book.


9. How to add Hero abilities into spell book
Answer: | > Return

1. Change Hero abilities into Unit type abilities
. Stats - Hero Ability - False
. Stats - Item Ability - False

2. Add the selected ability you want to add into the spell book
3. Return to the previous setting of your Hero ability
. Stats - Hero Ability - True
. Stats - Item Ability - False



10. How to add Hero Learnt abilities into spell book
Answer: | > Return

p.s: Check out Vexorian Spell Book Factory (credits to him)
1. Create a main spell book to contain all the mini spell book
2. Create a mini spell book to contain 1 Hero Learnt Ability (Level 1 Ability)
3. Trigger: Detect if Hero first time learn Lv1 Ability, if yes then...
3. Trigger: Remove Hero Learnt Ability Level 1
4. Trigger: Add mini spell book once Hero Learns the Ability
5. Trigger: Disable mini spell book
6. Trigger: For the next level increment, set the level


11. How to enable two or more spell books to work together
Answer: | > Return

1. If you would like to have more than 1 spell book to work together, change Spell Book ID
2. Below is the default data:
. Data Base Order ID - spellbook

3. Customize the spell book ID by simply picking one from the drop list
4. Let's say I have 3 spell books for 1 unit, 3 of them have different ID (below are 3 examples)
. Data Base Order ID - unroot
. Data Base Order ID - spellbook
. Data Base Order ID - absorb



12. How to enable/disable share cooldown abilities within a spell book
Answer: | > Return

1. Customize the data below:-
. Data - Shared Spell Cooldown - True (Enable Shared Cooldown)
. Data - Shared Spell Cooldown - False (Disable Shared Cooldown)


13. How to arrange abilities within a spell book
Answer: | > Return | > More Info

1. For a detail step by step tutorial, click on (More Info)
2. Open you Spell Book in Object Editor Customize this data below:-
. Data Spell List
3. The position of the abilities depends on how it is added accordingly.
4. The abilities are added from top, starting from left to right.
5. There are 11 slots in the spell book. So this means, 11 coordinates.
5. Below are the coordinates of how the abilities are placed (with examples)
. (0,0) (1,0) (2,0) (3,0) (0,1) (1,1) (2,1) (3,1) (0,2) (1,2) (2,2)
6. Add dummy abilities to fill up the gaps instead of your ability filling it up.
7. Using dummy ability as a filler, enables you to place ability in different positions
8. Set "Data - Minimum Spells" and "Data - Maximum Spells" same value.


14. How to make spell book openable even though hero has 0 mana
Answer: | > Return

1. Create a dummy ability, base it on "Critical Strike" > rename the ability to a special name
2. You will need passive ability because they use 0 mana (This makes your spell book open)
3. Add the ability into the spell book through the spell book Data - Spell List
4. Then, create a trigger to remove the dummy ability when the Hero learns the spell book.
5. This trigger is to remove the space taken up by the Critical Strike.
6. Below is the trigger:-
Code:
learn spell book
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Ayumi Spell Book 
    Actions
        Player - Disable Cleaving Attack (Neutral Hostile) for (Owner of (Triggering unit))

15. How to have more abilities inside a spell book each time the spell book level increases
Answer: | > Return

1. Open Object Editor > Ability Panel > Select your custom spell book
2. Edit the level of spell book > (example: Level 3)
3. Find for Data - Spell List > Add ability inside (below is an example)
  • Level 1: Critical Strike
  • Level 2: Critical Strike, Endurance Aura
  • Level 3: Critical Strike, Endurance Aura, Command Aura






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Newbie Spell Book Tutorial

(Ayumi's Thread)

Chat:
If you do not have any experience in making spells that uses spell book, I
recommmend that you complete this first tutorial to give you some spell book
insights which are fundamental in spell book making abilities


1. What is a spell book
2. What is the purpose of using a spell book
3. Creating a simple spell book






1. What is a spell book
(Return)
Spell Book is basically a unit ability that stores abilities in it. It is popularly used to create an ability that has multiple abilities within. For example, creating new ability that able to increase movement and attack speed, while increasing HP and MP regeneration in the same time.

2. What is the purpose of using a spell book (Return)
1. To have multiple abilities within one ability
2. Save slots/space which is limited in Hero/Unit command panel
3. To hide all the other abilities and show as one ability


Creating a simple spell book in 5 Minutes! (Return)

Objectives:
1. Create a Hero passive ability (aura) that gives bonus armour and damage to friendly units.

Step by Step Solution:

1. Search for the abilities that gives similar characteristic
- Identify characteristics of the passive ability
- Open Object Editor and find for similar abilities that has these characteristics
- Characteristic for "Bonus armour" can be found from Devotion Aura
- Characteristic for "Bonus damage" for melee and range can be found from Command Aura

2. Create custom abilities using Copy and Paste (cnp)
- Find for both of these abilities by using CTRL+F, copy-and-paste (cnp) them.
- Both of these pasted abilities will be located in custom ability category
- Create a spell book by using cnp method
- Rename these three abilities by havng a prefix A1 (Example: A1 Devotion Aura)

3. Customizing Abilities
- Do these customization for both A1 Devotion and A1 Command Aura.
. Stats - Hero Ability : False
. Stats - Item Ability : False


- Setting both of these to False means its a Unit Ability
- Spell Book is only able to store Unit Abilities.

4. Customizing Spell Book
- Do these customization for A1 Spell Book
. Data Maximum Spell : 2
. Data Minimum Spell : 2
. Data - Spell List : A1 Devotion Aura, A1 Command Aura
. Stats - Hero Ability : True
. Stats - Item Ability : False
. Art - Icon - Normal : Spell Book
. Art - Icon - Research : -


- If Data Max/Min Spell is lesser then abilities within the Spell List, those abilities will not work
- Applying these Stats setting converts the A1 Spell Book into a Hero Ability
- Also, it auto adds some Hero features into A1 Spell Book such as Art - Icon - Research
- Add new icon for both normal and research. Leaving it blank gives "green icon" in-game

5. Final Touch
- Add some description for the following data below:
. Text - Tooltip - Learn
. Text - Tooltip - Learn Extend
. Text - Tooltip - Normal
. Text - Tooltip - Normal Extended


- (Learn) This is for the title of the ability which you view within the Hero Ability Panel
- (Learn Extend) This is the description below (Learn)
- (Normal) This is the title of the ability which you view under command button (move,patrol)
- (Normal Extended) This is the description below (Normal)
- Usually, Learn Extended is used to give an overall view of the effect from all Level
- Normal Extended is used to indicate the current effect of the level

6. Add A1 Spell Book into Hero Ability + Test game
- Add the custom made ability (A1 Spell Book) into the Hero Abilities
- CTRL+F9 to run the map

[goto="A002p0"](Return)[/goto]








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Tips and Tricks for Spell Book

(Ayumi's Thread)

Chat:
- Here are some tips and tricks that I learnt from various people in this forum
- These information is useful to create a better spell book for your ability
- Click on the links to get started !


1. How to disable Spell Book from being open
2. How to arrange abilities position within a spell book
3. How to disable aura buff from appearing
4. How to add Hero abilities into Spell Book (Vexorian's Discovery)






Disabling Spell Book from being open (Return)

Objectives: Disabling Spell Book from being accidentally opened by user

Step by Step Solution:

1. Create a dummy ability
- This dummy ability is a represents the Spell Book. It does nothing, just for display purposes
- Create a dummy ability based on Critical Strike ability from Blademaster

2. Customizing dummy ability
- Rename the dummy ability to A1 Combat Tactics
- Transfer the 4 Tooltips (Normal, Learn, Extended) from Spell Book to dummy ability
- Disable the Critical Strike features by nullifying it (setting values to zero)
. Level 1: Data - Chance to Critical Strike - 0.00
. Level 2: Data - Chance to Critical Strike - 0.00
. Level 3: Data - Chance to Critical Strike - 0.00


3. Disabling Spell Book Ability
- This requires some trigger experience in Trigger Editor
- Below is the trigger code
Code:
Events
    Unit - A unit Learns a skill
Conditions
    (Learned Hero Skill) Equal to A1 Combat Tactics 
Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        If - Conditions
            (Level of A1 Combat Tactics  for (Triggering unit)) Equal to 1
        Then - Actions
            Unit - Add A1 Spell Book  to (Triggering unit)
            Player - Disable A1 Spell Book  for (Owner of (Triggering unit))
        Else - Actions
            Unit - Set level of A1 Devotion Aura  for (Triggering unit) to (Level of A1 Combat Tactics  for (Triggering unit))
            Unit - Set level of A1 Command Aura  for (Triggering unit) to (Level of A1 Combat Tactics  for (Triggering unit))
4. Conclusion
- There are two spell book functions: Reveal or Hide spells from player's view.
- Disabling spell book by using triggers hides spell book icon and preventing Hero to learn it.
- Dummy ability is used to represent spell book icon because it can't be open.
- Disabled spell book does not disable the passive abilities within it.
- The trigger above shows the method of leveling abilities within disable spell book.
- Each time hero levels dummy ability, it will set the abilities within matching to dummy ability

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Arranging abilities position within Spell Book (Return)

Objectives: Positioning the abilities the way you want.

Step by Step Solution:

1. Data Spell List
- The position of the abilities within the spell book doesn't depend on (x,y) abilty coordinates
- Spell Book ignore the abiliti's Art - Button Position - Normal (x) and (y)
- It is position depending on how the abilities are added using "Data Spell List"
- This is done in Object Editor. You will need to use 1 dummy ability to fill up the gaps
- In this tutorial, I will use Bash Ability, renamed it to Blank (to block other abilities filing it up)
- Below is a guide for those who don't know what is (x,y) coordinates within the spell book
- For x is from 0 to 3, while y is from 0 to 2
. (0,0) | (1,0) | (2,0) | (3,0)
. (1,0) | (1,1) | (2,1) | (3,1)
. (2,2) | (1,2) | (2,2) | (3,2)


2. Position within Data Spell List
- The abilities are placed in the order starting from the top and arranged from left to right.
- There are only a maximum of 11 slots. Below is the guide. (x,y) (x=horizontal, y=vertical)

. (0,0)
. (1,0)
. (2,0)
. (3,0)
. (0,1)
. (1,1)
. (2,1)
. (3,1)
. (0,2)
. (1,2)
. (2,2)


3. Example of how Abilities are position
- In this tutorial, I am planning to put my Critical Strike in the order similar to the picture
.

- As you can see, there are some blank space needed to fill up.
- Use another ability, in this example, I use bash. To fill up the gaps
. (0,0) Critical Strike
. (1,0) Critical Strike
. (2,0) Critical Strike
. (3,0) Critical Strike
. (0,1) Critical Strike
. (1,1) Blank
. (2,1) Blank
. (3,1) Blank
. (0,2) Critical Strike
. (1,2) Blank
. (2,2) Rune of Speed


- Set "Data - Minimum Spells" and "Data - Maximum Spells" same value.
- Once you done that, then add a trigger to disable bash
- If you use Remove Unit Ability, it only removes all blanks except 1.
Code:
Player - Disable Blank  for (Owner of (Triggering unit))


New Discovery
In order to position ability in your spell book using the X and Y coordinates, you have to
use aura ability. Aura ability such as Brilliance Aura is not affected by the spell book order
list. However, other passive ability such as Critical Strike is affected by spell book order list.

And another thing is once the the ability is first time added into the spell book, it will
remember its position. So the next time, you add the same ability, it will go to the same
position as before.


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Hiding aura buff from player view (Return)

Objectives: Hide aura buffs to avoid player to discover it has multiple aura in it

Step by Step Solution:

1. Create custom buff
- Create a custom buff base on Phoenix Buff
- Rename the Phoenix Buff. (Example: A1 Devotion Aura Buff)

2. Replace default aura buff
- Select your ability that you want to hide its aura.
- Replace the default buff with A1 Devotion Aura Buff

3. Conclusion
- Its not possible to remove the buff icon by leaving it blank. Stats - Buff - <blank>
- Doing so will automatically use the default settings which is using the default aura buff icon
- A phoenix buff is used here because it does not show a buff icon

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Adding Hero abilities into Spell Book (Return)

Objectives: Adding Hero abilities into Spell Book which only allows unit abilities

Step by Step Solution:

1. Convert Hero to Unit Ability
- Select Hero ability that you want to add into the spell book
- Customize the Stats below:
. Stats - Hero Ability: False
. Stats - Item Ability: False


- After converting it into a unit ability, add that particular ability into spell book
- Then change the Stats Ability to Hero.
. Stats - Hero Ability: True
. Stats - Item Ability: False


2. Conclusion
- The Hero ability had to be a Unit ability in order to be added into the Spell Book
- Spell Book only accepts Unit ability and the method above is to trick the Spell Book






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Entertainment ~ Watch Videos!

(Ayumi's Thread)

Chat
- Here are some of the videos I have created by playing some cool maps.
- Some maps are from theHelper.net and some from other warcraft sites.
- Enjoy watching these videos! Rate and Comment them too (in Youtube)


[URL="http://www.youtube.com/watch?v=Icy-_EM18_k"]1. Hatchery Havoc (created by AceHart)

2. SuperDota - Can you beat my fastest time? (created by IceFrog)
3. WC3 Tutorial: Creating a High Quality Loading Screen
4. WC3 Tutorial: Importing Custom Model
5. WC3 Tutorial: Importing Custom Icons (BTN and DISBTN)
6. WC3 Tutorial: Creating Trigger Enhancing Ability (#1: Counter Strike)
7. WC3 Tutorial: Attachment Point Tutorial
8. WC3 Tutorial: ToolTip Tutorial
9. Ayumilove Windows Movie Maker












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Below are some examples of spell book making (Return)
1. Ayumi Spell Book Tutorial - Shows how to create a simple spell book
2. Ayumi Spell Book Arrangement - Shows how to arrange ability's position
 

Attachments

  • Ayumi Spell Book Tutorial.w3x
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  • Ayumi Spell Book Arrangement.w3x
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ayumilove

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Ayumi Extra Tutorials (Easy, Step by Step Guide, Fast Results)

[anchor]A004p0[/anchor]
Redesigning Tooltip Appearance in 3 Minutes!

[goto=A000p0]Ayumi's Thread[/goto]

Chat:
Having a neat and professional tooltip instantly indicates that the creator has a taste for
details and tidiness. A good tooltip will have its well organized details, conveying a clear
a clear overview of the ability functionalities. The After effect is a clear nice tooltip


.
donekh5.jpg


.
tooltiptutorialcopyvw3.jpg


1. Edit Level - Text - Tooltip - Normal & Normal Extended
- Find for this data. Its located on the bottom of every ability. Double click on it.

.
beforeeditbb0.jpg



2. Add ability details into the Tooltip

.
editabilityvaluestringep9.jpg


- A mini window will pop up after double clicking. Use CTRL + Enter to write on next line
- Next, add in some details. Here is a guide of what to put in:-
  • Ability Type: (Target/Point/Instant)
  • Target: (Friend/Enemy)
  • Effect: (Stun/Poison/Knockback/..etc)
  • Cooldown: (If its passive ability, no need to add this)
  • Description: (Add your content/describe the ability functionality)
  • Extra Information: (Check the picture shown at the very beginning)

3. Coloring Tooltip Text
- Here are some bright font color codes! Place your text between the codes without <>
- For the "|r", its not Lr !!!, its (SHIFT + \ ) to get (|)
  • Red: |CFFff0000<your text>|r
  • Orange: |CFFffcc33<your text>|r
  • Yellow: |CFFffff00<your text>|r
  • Green: |CFF00ff00<your text>|r
  • Blue: |CFF66ffff<your text>|r

4. Completed Edit Tooltip (Purple Font)
- Once you have done, there will be purple font indicating edit has been done.

.
aftereditbr6.jpg



5. Hero Research Tooltip
- Unit ability does not have "Text - Tooltip - Learn & Learn Extended"
- Only hero ability have this (The tooltip which you learn abilities)


Congratulations
Yea, you have already completed your ToolTip MakeOver Tutorial!
With good looking ToolTip, it gives a unique feeling to new players who plays your map

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[anchor]A005p0[/anchor]
Creating A High Quality Loading Screen in 3 Minutes!

[goto=A000p0]Ayumi's Thread[/goto]

Chat:
Hi guys, welcome to Ayumi's Easy Step by Step Guide! Time needed for this is 3 minutes.
Beside each title has a timer. It indicates how much time is already spent while doing this.


Tools and Resources Needed:
- Photoshop / GIMP
- WC3 Image Extractor II
- A wallpaper (1024x768)
- LoadingScreen.MDX


> Click Here to download Ayumi's LoadingScreen Materials

1. Cutting the Picture into 4 . (Time: 30sec/3min)

.
perfectbe1.jpg


- Open Photoshop/GIMP and load the wallpaper
- The picture is cut into 4 parts (see above)

  • [*]Top Left (512 X 512)
    [*]Top Right (512 X 512)
    [*]Bottom Left (512 X 256)
    [*]Bottom Right (512 X 256)

2. Saving the 4 pieces as TGA . (Time: 1min/3min)

.
lalalni0.jpg


- Once you have completed cutting, save it as TGA format with 32 bit/pixels


3. Converting TGA into BLP (Time: 1min30sec/3min)

.
123ql0.jpg


- This conversion is useful to reduce the size of the pictures and speed up loading pictures
- Open WC3 Image Extractor II + CTRL+O (open picture) + CTRL+S (save picture)

- Name the picture accordingly:-

  • [*]LoadingScreenBL - (Bottom Left)
    [*]LoadingScreenBR - (Bottom Right)
    [*]LoadingScreenTL - (Top Left)
    [*]LoadingScreenTR - (Top Right)


- Then use this setting:-

.
asdfsdf231bceb3.jpg


4. Importing the pictures into warcraft map (Time: 2min/3min)
- F12 (to open Import Editor) > CTRL+I and import the 4 pieces of BLP into your map
- Import LoadingScreen.mdx (4kb) >> this one is specialised for HighQuality
- Double Click on the imported files > Tick "Use Custom Path" > Remove "war3mapImported"

.
importbeforejo7.jpg


.
custompathyw0.jpg


.
importafterok1.jpg



5. Use Custom Loading Screen Setting (Time: 3min/3min)
- Don't forget to set this up too!

.
jajanc1.jpg



Download Link
http://files.filefront.com/Ayumi_LoadingScreen_Tutorlw3x/;6470539;;/fileinfo.html


Congratulations
Yea, you have already completed your loading screen!
With more effort put in to decorate your Loading Screen, the rewards is great!
Below is a map example to see the result of having High Quality Loading Screen.

~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~

[anchor]A007p0[/anchor]
Import Icons into Map in 3 Minutes!

[goto=A000p0]Ayumi's Thread[/goto]

Chat:
Hi guys! Here is a simple tutorial on how to import icons into your map. Imported Icons
can spice up the looks of the ability, item, and command button icons. Let's get started!


Tools and Resources Needed:
- Photoshop / GIMP
- WC3 Image Extractor II
- An icon (64x64)

> Right Click and "Save As" the icon located on the left! (jpg icon)
maxhpzu7.jpg


1. Resizing Icon (64 X 64)
- Open Photoshop/GIMP > Open the Downloaded Icon > Resize the Icon to 64 X 64

.
testwf9.gif


.
size64x64gr1.jpg



2. Add Alpha Layer
- Create A New Channel Layer (see picture below) > It will look black layer.
- Select the New Channel Layer > CTRL + A > Delete > It will change from black to white

.
channelvy5.jpg


3. Save Picture As TGA format
- Save Icon in TGA format (Targa ".TGA") > Include Alpha Channel > Use 32bits/pixel

.
includealphavf0.jpg


.
targaoptionsra4.jpg



4. Convert TGA to BLP format
- This conversion is useful to reduce the size of the icon (reducing map size too)
- Open WC3 Image Extractor II + CTRL+O (open picture) + CTRL+S (save picture)
- Save as 80 Quality.

5. Import Icons into Warcraft III
- F12 (to open Import Editor) > CTRL+I and import the icon into your map
- Double Click on the path that says "war3mapImported " > Tick the "Use Custom Path"
- Replace it with the code below (depending on the icon you made) e.g Normal/Disabled
- Below is a list of buttons types :-
  • Normal Icon (BTN):
    ReplaceableTextures\CommandButtons\BTN+your icon name+.blp
  • Disabled Icon (DISBTN):
    ReplaceableTextures\CommandButtonsDisabled\DISDISBTN+your icon name+.blp

Congratulations
Yea, you have already completed your Importing Icon Tutorial!
Now, you can use icons that you like instead of using the same old Warcraft III Icons
 

Quauhtli

I have the right to remain silent.
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you really have to make the text bigger:eek:
other then that, I find it.. pretty good. 2.75/5
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
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Ayumi Spell Pack Downloads (Library Ability)

[anchor]A008p0[/anchor]
[goto=A000p0]Ayumi's Thread[/goto] | Ability Idea Thread | Search-An-Idea 1 | Search An Idea 2

Ayumi Hidden Street

Chat:
- Ability which is Multi-Player-Instanceable can be used by many players
- Each ability will have a tag (MPI) or (XMPI). XMPI means not MPI
- Credits to the TheHelper.net Members for their creative ability ideas
- Click [goto=A008ab]here[/goto] to learn how to import custom abilities.

Category: [goto=A008ac]Ability Element List[/goto] | [goto=A008aa]Download Section[/goto]

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How to import abilities/units/buff/etc into another map?

1. Open the first map for importing ability (import means getting an ability in)
2. Open the second map for exporting ability (export means giving ability out)
3. To switch between 1 map to another, click on "Windows" > select map
4. Switch to export map > Object Editor > ability/units/.. Panel > Copy ability/units/..
5. Switch to import map > Object Editor > ability/units/.. Panel > Paste ability/units/..

Extra Guide
- If you import/export an ability, check whether the ability needs buff/trigger
- If it requires for it to work, import/export them as well.

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[anchor]A008ac[/anchor]
Element Type [goto=A008p0](Return)[/goto]

Chat
Click on the element links to go to the specific element ability list

Element: Fire | Water | Earth | Wind | Metal | Nature | Light | Dark | Time |

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Fire [goto=A008ac](Return)[/goto]

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Water [goto=A008ac](Return)[/goto]

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Earth [goto=A008ac](Return)[/goto]

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Wind [goto=A008ac](Return)[/goto]

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Metal [goto=A008ac](Return)[/goto]

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Nature [goto=A008ac](Return)[/goto]

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Time [goto=A008ac](Return)[/goto]

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Light [goto=A008ac](Return)[/goto]

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Dark [goto=A008ac](Return)[/goto]


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[anchor]A008aa[/anchor]
Download [goto=A008p0](Return)[/goto]

1. Ayumi Spell Pack (5 Aura)
. . Options: [goto=A008p0]Return[/goto] | Click Here to Download
. . Abilities: [goto=A008p1]Critical Hope (MPI)[/goto] | [goto=A008p2]Vigilance (MPI)[/goto] | [goto=A008p3]Terror (MPI)[/goto] | [goto=A008p4]Quicksand (MPI)[/goto] | [goto=A008p5]Amour Crush (MPI)[/goto]



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Ayumi Spell Pack (5 Aura) 08012007
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Critical Hope [goto=A008aa](Return)[/goto]
Ability Type: Aura | Target: Ally + Self
Effect: Gives critical strike Ability temporarily to nearby friendly units
Recipe: Spell Book + Trigger + Aura + Critical Strike
Extra:
Lv1 - 20% chance for critical strike + Damage Multiplied to 1.4X + 400 AOE
Lv2 - 40% chance for critical strike + Damage Multiplied to 1.6X + 500 AOE
Lv3 - 60% chance for critical strike + Damage Multiplied to 1.8X + 600 AOE
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Vigilance [goto=A008aa](Return)[/goto]
Spell Type: Aura | Target: Friend
Effect: Confuse enemy units, making them miss their target
Recipe: Spell Book + Endurance Aura + Evasion + Trigger
Level 1 - 10% evasion - AOE 400
Level 2 - 20% evasion - AOE 500
Level 3 - 30% evasion - AOE 600
[anchor]A008p3[/anchor]
Terror [goto=A008aa](Return)[/goto]
Spell Type: Aura | Target: Enemy
Recipe: Command Aura
Effect: Reduce enemy attack damage
Level 1 - Damage reduction 10% - AOE 400
Level 2 - Damage reduction 20% - AOE 500
Level 3 - Damage reduction 30% - AOE 600
[anchor]A008p4[/anchor]
QuickSand [goto=A008aa](Return)[/goto]
Spell Type: Aura | Target: Enemy
Effect: Slows down enemy attack and movement speed
Recipe: Endurance Aura
Extra:
Level 1 - Attack and movement speed reduction by 10% + AOE 400
Level 2 - Attack and movement speed reduction by 20% + AOE 500
Level 3 - Attack and movement speed reduction by 30% + AOE 600
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Armour Crush [goto=A008aa](Return)[/goto]
Spell Type: Aura | Target: Enemy
Recipe: Devotion Aura
Effect: Reduce armour of nearby enemy units
Extra:
Level 1 - Amour reduced by 3 + AOE 400
Level 2 - Amour reduced by 6 + AOE 500
Level 3 - Amour reduced by 9 + AOE 600

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[anchor]custom001[/anchor]
Ayumi Charm
http://download.yousendit.com/F54FC5D43899AC12
 

phyrex1an

Staff Member and irregular helper
Reaction score
447
I suppose the tutorial is good for someone who don't know this.
However, two things that annoys me:
1. The text size, this wont make it into the tutorial section if I have to increase the size on the text just to feel comfortable when reading it.
2. The pink colored sections, I have nothing against the color pink but is there a good reason to change the color of a whole paragraph?

And if you ever need those two post that you 'reserved' then pm me and I will undelete one of them :)
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
Creating Best Role Playing Game (RPG)


]Table of Contents
1. Storyline
2. Hero
3. Quest
4. Terrain
5. Monster
6. Cinematic
7. Item
8. System


Introduction
For those who are not familiar with the term RPG, here is a short introduction. RPG stands for Role Playing Game, which means creating a virtual player of yourself and start your journey in a big world, a world that awaits for you to explore the unknowns as well as experience lots of cool stuff. You will start off with a fragile character that will soon become a powerful Hero as you gain more experience by slaying monsters and doing quests. Each Hero has special abilities to use in combat as well as to support your party. The map creator should decide what map he should make in the beginning as this will form the flow of how the game-play should be.

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Storyline
There are many types of storyline you can make out of. The two types of storyline
that is popularly used in RPG is involved saving someone or perhaps freelancing.

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Items
There are 2 types of items you can make for your map: Perishable and Equipment
Perishables are also known as Consume-able items / Summoning Items
Perishables are items that are once used, will dissapear from your Hero inventory
Equipment are items that can be used many times (opposite of Perishable Items)
Equipment are also known as artifacts or tools.
Equipment can be use to boost Heroes attributes (STR/AGI/INT) or give special ability


Equipment Types
Armour: Helmet, Top Armour, Bottom Armour, Cape, Glove, Shoe
Accessory: Earrings, Necklace, Ring, Belt
Melee Weapons: Sword, Blade, Axe, Blunt weapon, Spear, Pole-arm, Dagger
Range Weapons: Bow, Crossbow, Claw
Caster Weapons: Wand, Staff, Fan

Perishable Types
Restoration: Life Potion, MP potion (Pills, Elixirs, Food, Drink, Fruit)
Summoning: Monster Summoning Stone
Wards: Cyclone ward, Sentry Ward

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RPG System
RPG requires several systems within its map, and this system makes the game experience
much fun. more fun means more people will play, and word spread around like wild fire,
and your map become an instant hit in many of the popular websites that host maps.

Basic Systems:-
These are the basic system that most RPG should have to create a nice RPG
- Save/Load System (allows user to save their quest progress & others)
- Spawn System (create monster/creep when a creep dies after a certain period)

Advance Systems:-
For those who want an extra edge over the other RPG maps, they could include:
- Creep AI System (enables creep to cast spells/flee when low HP/chase you etc.)
- Pocket Stash System (enable Hero to carry more items instead of 6 items)
- Item Stacking System (enable consumeable items to stack on each other)
- Equipment System (gives restriction to Heroes to only handle specific weapons)

Extra Systems:-
These are extra systems to spice up your RPG!
- Pet System (enables pet to pick up items for you/take you for a ride/etc)
- Sleep System (regain HitPoints HP and Mana Points MP)
- Fusion System (enable user to combine items / scroll items / enchant items)
- Floating Text System (creates text to show damage,spell cast,exp gain, gold gain)
- Game Time System (shows how much time you have spent playing the game)
- Ability System (allow user to learn spell that he likes, not predefined spells in hero)

For more details/explanation about the system, check out at the bottom!

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Blacklisted ORPG Maps

nosingleplayervl0.jpg


Maps that does not support single player
1. LEGENDS Open RPG Divinity (by Silvers from epicwar.com)
2. Defi4nc3's Open Rpg (by Defi4nce)
3. The Black Road v1.2 (TBR)

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More details about RPG Systems

Equipment System
One of the most popular system currently used in RPG maps. This system allows Hero to
use a specific weapon to fight monsters. Most of the RPG maps (which can be found in
this forum) that only allows a Hero to carry 1 weapon in their inventory. The Hero inventory
should be converted to a backpack and create a spell book to temporarily store the items
which is currently used.

Item Stacking System
This is another system that enables Heroes to pick up the same item without using up
more than 2 space. It basically adds up the item that the Hero has previously added into
the Hero inventory. For example, i buy 2 HP potion, and the icon will write HP potion +2 and
it only uses 1 Hero inventory space.

Fusion/Recipe Item System
This is another system popularly used in DOTA (Defense of the Ancients). This system
allows Hero to combine a few item to convert it into a more powerful item. Popularly used
with scrolls to upgrade the item. Apart from that, ores/minerals also can be use to
make an item more unique (instead of using scrolls)

Save Load System
This is another system which is widely used in RPG maps. This system allows players to
play their RPG to the point where they stopped in the first place. It is useful for saving
your quest which has been completed. Apart from that, it also saves how much gold lumber
you have stored in your bank or something similar.

Floating Text System
Not many people used this system in their RPG maps, but it definitely spice up the effects
in the game. This system basically creates a text popping above the unit. It is used to
display damage dealt to a unit, spell cast, experience gained, and lots more.
This system can be use to create Advance Chat System. Just add the '-' sign
and write your chat. The chat will pop up above the hero. Reference from:
http://maps.worldofwar.net/maps.php?id=6386

Game Time System
This system keeps track of how much time you have spent while playing the RPG map.

Ability System
This system allows the Hero to learn any type of spell which he would want to learn instead
of having predefined abilities within a Hero. This makes it much convenient for players who
would want to select some abilities that he likes to use.

Item Type for Specific Hero System
This is another system that is implemented in Age of Myths, which can be downloaded
from this site. This system only allows specific Hero to only able to equip certain item.
For example, if your Hero is a Bowman, he/she can only use Bow weapons, but they can't
use spear, blade or staff.

Pocket Stash System
This is another system that not many people aware of. This system is build within an item.
You can drag and drop items into this Pocket Stash. It has the ability to save 18 items.
So it basically expands your Hero inventory by +18. It can be downloaded from w3campaign
Pocket Stash is an item which Hero carries along. With this item, you will not need to
create another map area for Hero to go in and keep their items or going into a city to save
item into the box.

Pet System
Pet is a great additional to spice up the game! Having a pet gives lots of convenience, such
as picking up item for you and giving to you, carry items for you, gives you a ride, attack
enemies, protect you and so on.

Creep AI System
Makes monster much smarter than before. Able to cast ability on you such as Storm Bolt.
Able to give buff to their enemy friends. Able to retreat when they get seriously injured.
Able to call backup if there are nearby creeps. Able to group up together and fight. Able
to level up (for example, if a creep kills 3 of your unit, he will be replaced with a higher level
unit)

Spawn System
Create creep units in the map in random position after xxx duration. Creep units has
different aggressiveness, some will attack if Hero is within xxx proximity. Some of the RPG
such as Final Fantasy that can be found in maps n mods is totally head aching. After
a couple of walk on the map, I am transfered into another position of the map and battle
monsters. No RPG should ever do that. (-.-o) It is the player choice to whether engage
the enemy if they want to earn experience or not to. And its a waste of time traveling
up and down.

Sleep System
Sleep system is an additional cool system that requires Hero to rest during
the night. If hero does not get enough rest, he will forget the abilities that
he learnt. Reference from: http://maps.worldofwar.net/maps.php?id=6386

Interactivity System
Enable user to select a unit/villager so they can give you some hints on where to go.
Also, creates a floating text message that tells user which map area that you are going
to. And also give some hints whether this map should be travelled by low level Hero or
high level hero.

Item Drop System
When a monster/creep is killed, the system will automatically create an item at the position
of the dying unit, a random item is generated based from the Item Table
Code:
potion item table
    Events
        Unit - A unit Dies
    Conditions
        (Dying unit) Equal to Rifleman 0003 <gen>
    Actions
        Set potion_Item_table[1] = Potion of Healing
        Set potion_Item_table[2] = Scroll of Mana
        Set potion_Item_table[3] = Tome of Strength
        Set DyingUnit_Point = Position of (Dying unit)
        Item - Create potion_Item_table[(Random integer number between 1 and 3)] at (DyingUnit_Point)
         Custom Script: call RemoveLocation(udg_DyingUnit_Point)
 

ReVolver

Mega Super Ultra Cool Member
Reaction score
608
Great Job on the tutorial :cool:
 

SFilip

Gone but not forgotten
Reaction score
633
Uh perhaps you and Andrewgosu should meld those two tutorials intro one? Would make things simple that way.
 

Chocobo

White-Flower
Reaction score
409
Critical Strike Aura - Nearby friendly units have % evasion
Evasion Aura - Nearby friendly units have % evasion

You have them inside my demo maps for Damage Shown and Modifications. I recently found a bug that brillance aura never worked for 0 mana units. Too bad. :banghead:

Just change Brillance Aura to something like Endurance Aura with 0 bonus and the custom buff, then it should work automaticly with the trigger that shows the damage.
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
Ayumi's Basic Trigger Enhancing Abilities (for Newbies)

Progress: | | | | | | | | | |
[anchor]A006p0[/anchor]
Ayumi's Basic Trigger Enhancing Spells

[goto=A000p0](Ayumi's Thread)[/goto]

Chat
Here is an easy tutorial for newbies who are new in spell making (first-timers)
This guide is great for those who want to see fast results instead of digesting
a whole, highly-saturated tutorial that doesn't make sense to them.
Those detail tutorials can be found in Tutorial Repository (index by Admin)
Tools required for this tutorial are Warcraft The Frozen Throne and World Editor
Click on (More Info) if you need to clear you doubt of the picture guide!

Table of Content
Part 1: [goto=A006p1]Dummy Unit[/goto] | [goto=A006p2]Trigger[/goto]
Part 2: [goto=A006p3]Variable[/goto] | [goto=A006p4]Memory Leaks[/goto]
Part 3: [goto=A006p5]Creating Different Types of Ability (Spells)[/goto]

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ayumiitemstorecopyfb7.jpg


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Dummy ~ (the invisible helper)

What is dummy?
1. Before we start, I want to clarify the meaning of dummy and ability used in this tutorial.
2. The word "dummy" refers to either one of this: a unit or a fake ability.
3. A dummy unit is a custom unit used for enhancing spells.
4. A dummy ability is a custom ability used for other purpose.
5. Enhancing means using multiple different ability to create a new ability.
6. Ability means active or passive spells (e.g. Storm Bolt, Critical Strike, etc)
[anchor]A006hh1[/anchor]
Creating a dummy
1. Open World Editor > Press F6 (Open Object Editor) > Click "Units" Section
2. Select Footman > CTRL+C (copy) > CTRL+V (paste) > Rename it as Dummy
3. Customize the settings by double clicking on the data:

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dummycopylf0.jpg

. [goto=A006h1](More Info)[/goto]

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Trigger ~ (Water of Life)

How to use a dummy?
1. Dummy is a unit (doll) without any function nor special powers.
2. Trigger is used to give life and power to this unit to be useful.
3. Let's do some practical work! Below is a mini assignment:-

> List of what to do
1. Your first assignment is to create a counter strike spell.
2. Counter strike means auto attack the enemy who is attacking you.
3. Before I start, I show you a list of what I am planning to do:-
- Create a dummy ability for Hero
- Create an ability for dummy unit
- Create a trigger to order dummy to cast his ability
[anchor]A006hh2[/anchor]
> Creating an ability for dummy to cast
4. Open Object Editor (F6) > Ability Panel > CTRL+F (Find): Fire bolt
5. CTRL+C (Copy) > CTRL+V (Paste) > Rename it to "Counter Strike Addition"
6. Customize the settings by double clicking on the data:

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counterstrikeadditioncoxg5.jpg

. [goto=A006h2](More Info)[/goto]

> Creating a dummy ability for Hero
7. Open Object Editor (F6) > Ability Panel > CTRL+F (Find): Critical Strike
8. CTRL+C (Copy) > CTRL+V (Paste) > Rename it to "Counter Strike"
[anchor]A006hh3[/anchor]
> Creating a trigger to enable dummy to cast spell
9. Open Trigger Editor (F4) > Create New Trigger > Follow the code below:-
*. Click [goto=A006h3]here[/goto] to learn the basics in Trigger Editor
Code:
Counter Strike
    Events
        Unit - A unit Is attacked
    Conditions
        (Level of Critical Strike  for (Attacked unit)) Greater than 0
    Actions
[COLOR="Blue"]        Set CS_Point = (Position of (Attacked unit))[/COLOR]
        Unit - Create 1 Dummy for (Owner of (Attacked unit)) at CS_Point facing 0.00 degrees
        Unit - Add Counter Strike Addition  to (Last created unit)
        Unit - Order (Last created unit) to Neutral - Firebolt (Attacking unit)
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
       [COLOR="Blue"] Custom script:   call RemoveLocation(udg_CS_Point)[/COLOR]

Congratulations!
You have completed your first unique ability! Test out your new ability by
adding the new ability into a Hero, place it in the map with creeps around,
press (F9) button to Test. If you have doubts on certain stuff, click on
(More Info) located on the bottom of each picture.

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[anchor]A006p3[/anchor]
Variables ~ (Friendly Storage)

What is a variable?
1. Variable is similar to a box that stores all types of data
2. In Warcraft Editor, a variable can only store 1 type of data
3. Variable can store a unit, location, integer, real, region, and so on.
4. There are two types of variables which are Global and Local.
5. Global can be use in multiple triggers (sharing of information with triggers)
6. Local can be only use within a specific trigger (does not share with others)
7. Variables are created in Trigger Editor. Click [goto=A006h4]here[/goto] for a step by step guide.
8. Below is a list of why we need variables:-
  • To improve readability in Trigger Codes
  • To create [goto=A006h5]Multi-Unit-Instanceable Ability[/goto]
  • To create complex custom ability with ease
  • To remove memory leaks

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[anchor]A006p4[/anchor]
Memory Leaks ~ (cause lags in game)
[anchor][/anchor]
What is a Memory Leak?
1. A memory leak occurs when triggers are created through Trigger Editor
2. If the memory leak is not fixed, it will cause lag or crash the game.
3. However, this can be avoided by adding simple custom scripts.
4. Below is a list of JASS custom scripts as well as GUI codes, used to remedy each type of leak:
5. For more information, click [goto=A006h6]here[/goto] for step by step guide
  • Unit (GUI)
    - Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
  • Location (JASS)
    - Custom script: call RemoveLocation(udg_Point)
  • Unit Group (JASS)
    - Custom script: call DestroyGroup(udg_Group)
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Ayumi's Information Section
[anchor]A006h1[/anchor]
Dummy Unit Settings
[goto=A006hh1](Return)[/goto]
  • Abilities Normal - Locust
    - Locust is used to make dummy unit "unselectable" by players and triggers
    - Locust makes your unit invulnerable (can't be attacked by spell/melee)
    - Locust makes your unit invisible from the mini map (can't be tracked)
  • Art Model File - .mdl
    - How to get .mdl? > Double click Art Model File > Custom Path > Type ".mdl"
    - This.mdl is used to make dummy have no model. So players can't see.
    - This means players are unable to see the dummy via (magic sentry/...)
  • Combat - Attacks Enabled - None
    - The dummy purpose is to cast spell, so its melee attack is disabled
  • Combat - Death Type - Can't raise does not decay
    - This is to prevent skeletons being summoned from dummy dead bodies.
    - This is to prevent resurrection of dummy unit via Resurrection (Paladin)
  • Movement - Speed Base - 0
    - Set to 0, so it will use the game constant default movement speed
  • Movement Type - Fly
    - This is to allow Dummy to go across impassable terrain (water/tree/...)
  • Sound - Unit Sound Set - None
    - To keep the dummy quiet from shouting in pain when they is die/expires.
  • Stats - Can Flee - False
    - Dummy will not move from their current position if it is evoked by attack.
  • Stats - Food Cost - 0
    - This is set to 0, so it will not use your food capacity if dummy is around
  • Pathing - Collision size - 0.00
    - Enable dummy to stand at right position without being pushed/collide aside
Chat:
Ability creators who uses Reign of Chaos (RoC) to create spells do not have
Locust ability, which can be found only in The Frozen Throne (TFT).
That is the reason I have included some data which can be done by Locust
If you are a RoC user, you could use invulnerable for the dummy ability


[anchor]A006h2[/anchor]
Dummy Ability Settings
[goto=A006hh2](Return)[/goto]
  • Stats - Hero Ability - False
  • Stats - Item Ability - False
    - When both stats are set to false, it will become a "Unit Ability"
  • Stats - Cooldown - 0
    - This is used to prevent dummy from waiting to cast its own ability
    - This is to allow the trigger to call dummy to cast multiple times.
  • Stats - Mana Cost - 0
    - The dummy I created is based on Footman, and this unit has no mana.
    - Using 0 "Mana Cost" saves the trouble of making unit have mana
Chat:
These settings are commonly used when creating an ability for dummy



[anchor]A006h3[/anchor]
Trigger Editor
[goto=A006hh3](Return)[/goto]
Chat
Below is a simple tutorial with picture guide on how to create trigger codes:
Open Trigger Editor by pressing (F4) or Clicking on the "A" button symbol.

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basictrigger1copysg6.jpg


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basictrigger2copymb5.jpg


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basictrigger3copyto0.jpg


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[anchor]A006h4[/anchor]
Creating Variable
[goto=A006p3](Return)[/goto]
- Create New Action > Configure Action
Search For Text Hints
create - search for (create unit facing angle/special effects/..
expi - search for (unit add expiration timer/..)
cus - search for (custom script/custom value/..)

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setrv2.jpg



[anchor]A006h6[/anchor]
Creating Custom Script
[goto=A006p4](Return)[/goto]
- Create New Action > Configure Action

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customscriptot9.jpg


Custom Scripts guidelines
  • udg
    - udg is used to indicate a global variable but a local variable does not need.
  • Spaces
    - You can't use spaces for variable names in Custom Scripts, but you can use underscore
  • Variable Name
    - Enter the "variable name" (e.g. Group) to remove using custom script.


[anchor]A006h5[/anchor]
Definition of Multi-Unit-Instanceable
[goto=A006p3](Return) [/goto]
1. Multi-Unit-Instanceable is also known as MUI
2. MUI abilities are able to be cast by many units without having any problem
3. MPI abilities on the other hand is able to cast by different players.
4. MPI refers to Multi-Player-Instanceable.
5. Abilities which are non-MUI or non-MPI are usually used in 1 type of Hero.
6. If its used by two or more heroes, the ability will have some bugs.
7. To create an MUI ability, you need to bear in mind of 2 things:-
  • Global Variables + No wait conditions
    - You can use Global variables but must not have Wait conditions
  • Local Variables + Wait conditions
    - You can use Local variables with Wait conditions

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[anchor]A006p5[/anchor]
Creating Different Type of Abilities

Concept of Creating Ability
[goto=A006p0](Return)[/goto]
Yea! You have completed the basic tutorial written above! Now, its time to
learn the basic concept of creating abilities. To create a unique ability is to
be able to use a combination of many abilities. You will need to pick:
  • Base Ability
    - This is used to give buff + side effects (e.g. slow/poison/stun/..)
  • Dummy Ability
    - This is used to determine type of ability (e.g Target/Point/Instant/..)
    - This is also used for display purpose (e.g. starfall "special effect")
    - Spell Book is also included in this category (it helps to hide other abilities)

Download Ayumi's Spell Pack (5 Aura) 08012007 in Page 2 : [goto=A008aa](Click Here)[/goto]
Check out the ability called "Critical Hope" using Warcraft Editor
Open Object Editor (F6) and Trigger Editor (F4) > check out "Critical Hope"
From the example, notice that I have used 3 abilities to create Critical Hope:
  • Critical Strike
    - Renamed to Critical Strike Addition
    - Used as Base ability: To enable units to do critical damage
  • Endurance Aura
    - Renamed to Critical Hope
    - Used as Dummy ability: For display purpose
    - Type Ability: Instant (This is used to spread the Critical Buff instantly)
  • Spell Book
    - Renamed to Critical Strike Spell Book
    - Used as Dummy ability: Hides Critical Strike Addition in Unit Ability
As you can see above, the new custom ability "Critical Hope" is simple to
make if you know what base ability and dummy ability to use.
Below is a mini ability guide to brief you about their specialty:-
  • Endurance Aura
  • Endurance Aura
  • Endurance Aura
  • Endurance Aura
  • Endurance Aura
  • Endurance Aura
  • Endurance Aura















ace or mods, please dont delete this post <3


How to create a good ability

Characteristic of a good ability
1. Easily to be imported/exported from 1 map to another map
2. Easily to be configure by someone (damage/special effects/...)
3. Comments included to help user how the ability functions (detail explanation)
4. Comments included to inform how the ability is created (brief overview)
5. Comments included to inform what needs to be imported along with it (units/buff/...)
6. Ratings of the import difficulty of a particular ability
7. Triggers used should be clean (short and neat) and understandable (easily read)
 

Chocobo

White-Flower
Reaction score
409
lol i read your tutorial, kinda confusing :confused: :confused: :confused:

maybe im too newbie to understand lol <3

btw, i thought buff is just an icon to show that the person is
affected? how does buff relates to triggers? that is one of
the part that im confused.

your tutorial link
Tutorial : Damage Shown and Modifications
http://www.thehelper.net/forums/showthread.php?t=40355

Buff is just there to make a check then the critical strike is triggered.
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
AyumiLove's Special Section

Table of Contents

1. Unique Abilities from other games (under construction)
2. Abilities in Element Category
3. Item Names
4. (Reserve Spot)
5. (Reserve Spot)
6. Quest Idea Thread by AyumiLove
7. Download High Quality Loading Screen Section
 

PhoenixICE

New Member
Reaction score
0
i'm not sure if you said this cause i read thorugh and didn't see it but, most people have the disappearing icon problem, best way to fix this is set the maximum amount of spells and minmum amount of spells exactly the same number (number of spells u go in your spell list ID) and the order in which u add the spells in the spell list ID is usually how they appear...not sure what u said i couldn't remember didn't do quick reply so i can't scroll back up and read but anyway....now all i need help with is a global trigger that lvls up the next spell / adds next spell every 10 lvls ie/ 5 spells - 1 is enabled at the start the rest is disabled, then when hero hits lvls 10 spell 1 is lvled from lvl 1 to lvl 2, and spell then is enabled, then lvl 20 spell 1 is lvled from lvl 2 to lvl 3 and spell 2 is lvled from lvl 1 to lvl 2 and spell 3 is enabled etc.... can anyone help me with a global trigger.
 
F

Fl4meS

Guest
Whatever others say, u receive a score of 4/5 from me.
U tryed well, and in my opinion it looks pretty good for a start ;)
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
.
Voyage Century (Pirate/Sea) Abilities
Sail (Sailing)
Voyage | Alert | Pursuit | Full Speed

Trade (Trading)
Eloquence | Purchase | Negotiation | Vendition

Sea War (Fighting)
Sea Battle | Cannon Fight | Ramming | Grappling

Ground War (Fighting)
Bare Handed Fighting (crew)
Falchion-playing | Power Slash | Lightning Slash | Fury Slash | Soul of Sabre
Sword-playing | Stab | Critical Stab | Launch Stab | Sword Dance
Axe-playing | Thunder Hack | Block | Defensive Stance | Rage of God
Shooting | Wounding Shot | Rapid Fire | Sniping | Kiss of Holy Gun

Potion (heal)
Medicine | Healing | Poisoning | Blood Rage

Resources (Work)
Mining | Ore study | Loading Practice | Miner Spirit
Timber Felling | Lumber Study | Woodcutter spirit
Planting | Botany Study | Harvesting
Fishing | Foundry | Alchemy | Ship Building | Sewing

http://www.voyagecenturyonline.com/skill.php
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MapleStory (Maple Story) Abilities

Warrior
Improving HP Recovery | Improving Max HP Increase
Endure | Iron Body | Power Strike | Slash Blast

Fighter / Page / Spearman
Mastery: Sword | Axe | Blunt Weapon | Spear | Polearm
Final Attack: Sword | Axe | Blunt Weapon | Spear | Polearm
Booster: | Sword | Axe | Blunt Weapon | Spear | Polearm
Specialties: Rage | Power Guard | Threaten | Hyperbody | Iron Wall

Crusader / Paladin / Dragon Knight
Relax | Shield Mastery | Combo Attack | Panic | Coma | Armour Crush | Shout
Charge Blow | Fire Charge | Ice Charge | Lightning Charge | Magic Crash
Elemental Resistance | Buster | Dragon Fury | Sacrifice | Dragon Roar |
Power Crash | Dragon Blood



Bowman
Hunter
Crossbowman
Ranger
Sniper

Mage
Fire/Poison Mage
Ice/Lightning Mage
Cleric

Thief
Bandit
Assassin
Chief Bandit
Hermit


Categorizing Spells/Magic (abilities) in Character Type

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Swordsman




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Bladesman




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Spearman




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Bowman




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Healer




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ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
Categorizing Spells by element type

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Fire



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Water



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Earth




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Wind




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Metal




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Nature




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Light





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Dark




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Time




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