I've just gone through making my first 3 spells with the data editor, 2 of which were made from scratch (though of course I borrowed art models, etc. from what's already in data). These spells are very simpleessentially launch some kind of missle that does impact damage and a secondary effect, like:
Frostbolt - damage effect + a stun effect
Firebolt - damage effect + a burn damage over time effect
Each spell also has 3 levels, which required me to make 3 different versions of each effect (damage effect, burn damage effect, apply stun effect, and then 3 versions of the corresponding behaviors). Making the actors for the visual effects was a lot simpler since I could reference all 3 versions of an effect/behavior in the events.
For what seems like a simple ability took about a dozen effects and half a dozen actors. In Warcraft 3 it was a lot simpler because you had almost all the spells already made so it was a matter of customization and required less detail unless you wanted to make something really novel.
Furthermore, the way I made each spell makes it tedious to add new levels or change the behavior/effect since I'd need to go to each one. In total it took me about 1 hour to create a new spell (Firebolt) based off the first spell I made (Icebolt). Is there a more efficient way to do this, since I need to end up creating almost 100 unique spells/abilities (eventually). I'm considering just using a programming language to write my own XML for each ability (once I've got the first levels/effects of it down).
Haha, no, sorry, the closest you will get to a "shortcut" is duplicating old abilities to create new ones. You'll start to get much faster at it though, so don't worry. 100+ spells is a huge project, you'll need a huge time commitment.
Just finish your first ability, then duplicate it and check all the effects and actors. All you have to do then is rename them (if u want) and edit the details. Because if you duplicate them like this, everything is automatically linked correctly and it shouldn't take that much time to create even 100 spells.
The amount of time required is highly dependant on how unique and complicated you want to make the abilities. But once you get used to the data editor you will get a lot faster. As for making many different levels, I think XML is really good for that and in the long run you will probably save some time if you create a system that works for you. But you could also just use the duplicate feature built into the editor and use the built in XML-editor to change the single values for each level. With the XML you usually don't have the nasty loading times when opening for example the "Behavior: Modification +" windows (and many others), so it is quite useful to make a lot of different data values with little alteration. In my opinion you should use the stuff that comes with the editor, because otherwise you will put a lot of work into making the frame for your system just to realize that you won't finish the project anyway (like most projects of this category end at some point. It is a ton of abilities and work after all).
I think the data editor has a really good learning curve once you are over the first bump and actually created the first working things from scratch. Once you are at that point usually the most time consuming thing is to find the best graphic assets for your ability. Because there are a lot to choose from and often times changing the proportions of the asset can also change the appearance a lot. And don't even get me started on altering the sounds. :)
Hi everyone,
I've just gone through making my first 3 spells with the data editor, 2 of which were made from scratch (though of course I borrowed art models, etc. from what's already in data). These spells are very simple
essentially launch some kind of missle that does impact damage and a secondary effect, like:Frostbolt - damage effect + a stun effect
Firebolt - damage effect + a burn damage over time effect
Each spell also has 3 levels, which required me to make 3 different versions of each effect (damage effect, burn damage effect, apply stun effect, and then 3 versions of the corresponding behaviors). Making the actors for the visual effects was a lot simpler since I could reference all 3 versions of an effect/behavior in the events.
For what seems like a simple ability took about a dozen effects and half a dozen actors. In Warcraft 3 it was a lot simpler because you had almost all the spells already made so it was a matter of customization and required less detail unless you wanted to make something really novel.
Furthermore, the way I made each spell makes it tedious to add new levels or change the behavior/effect since I'd need to go to each one. In total it took me about 1 hour to create a new spell (Firebolt) based off the first spell I made (Icebolt). Is there a more efficient way to do this, since I need to end up creating almost 100 unique spells/abilities (eventually). I'm considering just using a programming language to write my own XML for each ability (once I've got the first levels/effects of it down).
Haha, no, sorry, the closest you will get to a "shortcut" is duplicating old abilities to create new ones. You'll start to get much faster at it though, so don't worry. 100+ spells is a huge project, you'll need a huge time commitment.
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@sethmachine: Go
Just finish your first ability, then duplicate it and check all the effects and actors. All you have to do then is rename them (if u want) and edit the details. Because if you duplicate them like this, everything is automatically linked correctly and it shouldn't take that much time to create even 100 spells.
The amount of time required is highly dependant on how unique and complicated you want to make the abilities. But once you get used to the data editor you will get a lot faster. As for making many different levels, I think XML is really good for that and in the long run you will probably save some time if you create a system that works for you. But you could also just use the duplicate feature built into the editor and use the built in XML-editor to change the single values for each level. With the XML you usually don't have the nasty loading times when opening for example the "Behavior: Modification +" windows (and many others), so it is quite useful to make a lot of different data values with little alteration. In my opinion you should use the stuff that comes with the editor, because otherwise you will put a lot of work into making the frame for your system just to realize that you won't finish the project anyway (like most projects of this category end at some point. It is a ton of abilities and work after all).
I think the data editor has a really good learning curve once you are over the first bump and actually created the first working things from scratch. Once you are at that point usually the most time consuming thing is to find the best graphic assets for your ability. Because there are a lot to choose from and often times changing the proportions of the asset can also change the appearance a lot. And don't even get me started on altering the sounds. :)