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.