Staredit Network > Forums > Modding Assistance > Topic: Making New Spells
Making New Spells
Oct 26 2015, 5:44 am
By: Sand Wraith  

Oct 26 2015, 5:44 am Sand Wraith Post #1

she/her

How can we modders, using all tools and possibilities at our disposable, create a solution to casting entirely "new" spells?

Take "new" to mean either:
A (1) An entirely new set of Firegraft buttons, tech id, order id, and processing through code to cause an effect.
A (2) A solution in which the resulting effect, as observed by a player user, is indistinguishable from (1).

Optional requirements:
B (1) The new spell does not require ANY modification of existing spells used in Brood War.
B (2) The new spell does not require any modification of existing spells used in Brood War that would result in any particular differences observable by the player user.

Previously, I have explored methods that would fulfill A2 and B2 in the techdemo VFSRST using an older version of GPTP and by exploiting reading unit order signals (written from iscript.bin processing and user-input orders).

Do we have new possibilities or ideas now?




Oct 31 2015, 5:19 pm SCRuler Post #2



its been a while since I posted, but honestly I would be interested in hearing the ways you already know of.



None.

Oct 31 2015, 11:24 pm Sand Wraith Post #3

she/her

Theoretical explanation to follow A2 B2: http://www.staredit.net/topic/15790/

Tech demo of ways to create new spells following A2 B2: http://www.staredit.net/files/2955/




Nov 2 2015, 9:45 pm SCRuler Post #4



So if I understand correctly, we gotta code ourselves?
Hm.



None.

Nov 21 2015, 2:23 pm JanuszPawulon Post #5



I came up with a method for adding new simple spells for units which doesn't have any other spells. Example: I gave dragoon a button for ensnare, but changed its icon and label to let's say NewSkill. Then added a spellcasting animation for dragoon, but instead of using the castspell opcode I used:
useweapon 108
wait 20
useweapon 84
The result was that dragoon got a spell that maelstormed enemy units and psi stormed them after a while. The cons of this are that it doesn't create a bullet, it doesn't show the energy cost when you point on the spell icon an if you want to change its energy cost you have to change ensnare's energy cost. Kinda dumb but it works for simple stuff.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[07:46 am]
RIVE -- :wob:
[2024-4-22. : 6:48 pm]
Ultraviolet -- :wob:
[2024-4-21. : 1:32 pm]
Oh_Man -- I will
[2024-4-20. : 11:29 pm]
Zoan -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
You should do my Delirus map too; it's a little cocky to say but I still think it's actually just a good game lol
[2024-4-20. : 8:20 pm]
Ultraviolet -- Goons were functioning like stalkers, I think a valk was made into a banshee, all sorts of cool shit
[2024-4-20. : 8:20 pm]
Ultraviolet -- Oh wait, no I saw something else. It was more melee style, and guys were doing warpgate shit and morphing lings into banelings (Infested terran graphics)
[2024-4-20. : 8:18 pm]
Ultraviolet -- Oh_Man
Oh_Man shouted: lol SC2 in SC1: https://youtu.be/pChWu_eRQZI
oh ya I saw that when Armo posted it on Discord, pretty crazy
[2024-4-20. : 8:09 pm]
Vrael -- thats less than half of what I thought I'd need, better figure out how to open SCMDraft on windows 11
[2024-4-20. : 8:09 pm]
Vrael -- woo baby talk about a time crunch
[2024-4-20. : 8:08 pm]
Vrael -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
so that gives me approximately 27 more years to finish tenebrous before you get to it?
Please log in to shout.


Members Online: Burlagn06, Roy