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?
its been a while since I posted, but honestly I would be interested in hearing the ways you already know of.
None.
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/
So if I understand correctly, we gotta code ourselves?
Hm.
None.
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.