Staredit Network > Forums > Modding Assistance > Topic: A mod related to Naruto
A mod related to Naruto
Jun 24 2009, 3:35 am
By: Angle Lock  

Jun 24 2009, 3:35 am Angle Lock Post #1



Questions:
1. Can Broodling's Energy be reduced to 10? If not to exactly 10, can it be reduced to as little as possible?
2. How to make Broodling to suicide attack like the infested terran?


3. I am working on a mod to make the heros do techniques like Naruto... I need some ideas regarding the techniques, my mod isn't exactly like naruto, and it has six different kinds of attacks, which is Ice, Water, Earth, Wind, Storm, and Fire. for ice I can use stasis, for wind I will use EMP shockwave effect, for Storm I will simply use psionic storm, and for fire I will use plague, but instead of the original plague image, I decided to replace them both with the flame image(the fire when terran building is damaged.. if you know what I am talking about). the thing is, I don't know how to do that.... that's one of the problems.

2ndly, as of Water and Earth(Soil/Dirt), I have no idea what effect I can use... please help, this is very cruicial to my mod, if there is no water and earth, there is no mod... and if anyone can think of other effects for the other technique catagory I would appreciate it as well, since each hero can't just have one technique....
and if any effect you can think of requires a pre-made grp, please give me the dl adress...
once again, greatly appreciated.



None.

Jun 24 2009, 12:32 pm Hercanic Post #2

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

1. Yes. Use FireGraft 0.93 for Starcraft 1.15.1. Go to the EXE Edit tab and find the Spawn Broodling entry. Edit Initial Energy, Energy Display Maximum, and Energy Statbar Maximum to desired number.



2. Yes. You will need to edit Weapons.dat and the Broodling's Iscript.bin entry. In Weapons.dat, using either DatEdit or PyDAT, modify the Broodling's Toxic Spores weapon. Under Weapon Display, find the Behavior dropdown box and change the attack from Appear on Attacker to Attack & Self-Destruct. Use this as an opportuniy to set any other parameters for the attack as well, such as damage, splash, etc. In the Iscript, using either IceCC or PyICE, study the Infested Terran and Scourge attack scripts to see and understand how they are set up. Apply what you learn onto the Broodling's attack script.



3. Are you asking how to change the Plague graphics to fire? You can do this a couple ways. One involves replacing the Plague GRP with a copy of a fire GRP, editing Images.dat to apply the Orange palette, and modifying the animation of Plague in Iscript. The second way bypasses physically replacing the Plague GRP by simply editing the Images.dat entry for the Plague overlay to refer to a fire GRP. If you plan on using a custom fire graphic, go with the first way, if you want to just utilize SC's own flames, the second option is a little simpler.

Open DatEdit or PyDAT and go to the Images.dat. Search for the keyword flame. Click "Find Next" a couple times until you get to Flames1 Type1 (Small). You'll see many more with similar names just below it. These are the flames Starcraft displays over a building as it gets damaged. Under Drawing Properties, look at Remapping, specifically what palette is being used. ofire.pcx (Orange) is for Terran flames, bexpl.pcx (Blue) is for Protoss flames. Note that it is set to Use Remapping under Function. Above Drawing Properties, under Image, look at the GRP entry. Copy down that number and remember what Drawing Properties the flames use.

Now, search for Plague. You will arrive at Plague Cloud with Plague Overlay (Small) through (Large) below. Change the GRP entry to the number we wrote down. This redirects Starcraft to use a different GRP file without us having to manually replace anything. Set the Drawing Properties to how the flames were set. This is important if we want the Plague flames to glow a transparent orange like normal flame graphics.

All that's left now is editing Iscript.bin. You will need to find the flames entry so you can look at how its animation is set up. If using PyICE, you can find both the Plague entries and the flame entries by clicking the Search button, pasting the Iscript ID of one of the items, and checkmarking Include ID's in Search. Where do you get the Iscript ID's? Back in Images.dat, right below the GRP ID. Extract the flame animations, then extract the various Plague overlay animations. Study the flames, copy the frame numbers they play, and apply those to the Plague overlay scripts. Since we're using a different graphic is likely different amounts of frames, we want to ensure our animation doesn't call for any frames the GRP doesn't have, as that will cause a crash. We also want to make the plague flames dance and animate the same way normal flames do, so that's why its best to copy the animation from its source.



4. List out all the spells. Remember, you can change how they look, even how they work to a certain extent. You just need to apply your creative problem-solving side. Just like with Plague and the frames, don't get hung up by how the original effect looks. You can change that. You can also modify the palette on a number of effects to create cool new ones, like how flames can be orange or blue. You also have Green and cloak/distortion to play with. Water stuff could use the Blue palette, wind stuff could use distortion, Earth could use rock doodads or something, etc.




Jun 24 2009, 3:04 pm Angle Lock Post #3



precise and in detail, I like it....



None.

Jun 24 2009, 3:24 pm Angle Lock Post #4



wait... one more thing, can you make the units inside of stasis vulunerable?

or as an alternative, can they be directly damaged by the spell like irradiate and plague?



None.

Jun 24 2009, 3:39 pm Chubacca Post #5



yeah they can be vulnerable, ive seen it done, though im not sure how to do it



None.

Jun 24 2009, 4:07 pm Angle Lock Post #6



i know in map making, when you got a stasised unit, all you have to do is pull a trigger to teleport the unit to somewhere else, then it will be vulnerable, but I am not sure how to do it in modding...

and again... I can't figure out an effect for water.



None.

Jun 24 2009, 4:07 pm ForTheSwarm Post #7



Use a trigger.

Always.

Disable invinicibility for all units.
Preserve trigger.

You can add the trigger to your mod with a few steps.

1) Open PyTRG.
2) Write the necessary trigger(s).
3) Click "Save as .GOT compatible"
4) Save the trigger file as melee.trg.
5) Add melee.trg to your mpq or exe under triggers\.



None.

Jun 24 2009, 5:01 pm Angle Lock Post #8



.... that doesn't really help...
is there anyway to do it from Iscript and FG perspective?



None.

Jun 24 2009, 5:21 pm ForTheSwarm Post #9



Not that I know of.



None.

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