- Joined
- Oct 18, 2008
- Messages
- 122
Well, I'm Mialee from Brazil and you're about to read a tutorial about how to create good heroes to your map. Do not expect a 100% correct grammar since my country doesn't speak english.
1. Introduction
2. Making a good hero description
3. Abilities tooltips
4. Coloring Texts and using pre-made values
5. Conclusion
This tutorial will show you good description tips to your hero arena, RPG or any other kind of map you're making. You'll see some pictures that will help you to understand some things.
The tutorial will talk about how to make a better introduction to your hero, how to make good abilities tooltips, how to make colored texts and much more.
The tips that will come with a "" before are important tips.
Some maps have negative points because of some leaks on descriptions, some of those are because:
* The hero's description isn't good.
* The abilities tooltips aren't showing the right thing
* The abilities hotkeys aren't good.
To fix the first * an option is to never use a hero chooser of the kind that you just move the wisp to the circle of power and then you get a hero, unless you know how to make a trigger that when the wisp walk near the circle a description about the hero appears at the player's screen.
The reason for never use a "circle of power" kind of hero chooser is because it makes the player to choose a hero just for the hero's look. The player can't see any information (or history in RPG maps case) nor have any idea about it's abilities. So, I suggest you to make the hero chooser in taverns or altars (or any other structure) because then the player can see something about the hero.
Creating histories about the hero's past and objectives is essential to make a good hero description. If you want you can answer the question "Why is this hero in that arena/RPG?" (This is optional but makes the description better).
Here I made a description for a RPG hero (use this decription ONLY for example):
The description that I created is just an example, as you can see, it answered the question "Why is this hero in that RPG?". The part when I talk about it's past and objetives was presented too. The abilities (under the description) that he can learn are just optional. In my opinion it is better because the player can have an idea about the hero that he'll take.
The little phrase that I wrote at the end of the description, at least for me, looks good because of the "impact" that it can cause. This is really optional.
You need to think that the player never saw the hero as you did. He don't know what kind of abilities does the hero haves and don't even know his primary attribute. So, making something like "Primary attribute - Strenght" is another good option to your hero description too.
The tooltips of abilities is other important point of a map. Some maps don't have a good hotkey because of complex shotcuts. Hotkeys like A, S, M and H can't be used because it's already filled with Attack, Stop, Move and Hold Position shortcuts.
I suggest you to use hotkeys like Q, W, E ,R, T, F, D, C and V because those shortcuts are near the normal hand position of a player at the keyboard. Sometimes the spell doesn't have a good shortcut-combo, this happens mostly in arena maps; the shortcuts don't have a good position or maybe it makes the player to be confused. The point is... If the ability name don't have a letter to a good shortcut, just put a (E) or any other letter in the spell's name front.
Here I made a Learn Tooltip to a random spell (use this tooltip ONLY for example):
You can put as many levels as you want but, mostly in RPG's case, try to make the spell tooltip more real by don't using the words manacost, 10 seconds duration and some other things that steals all the tricky thing.
Now that you already knows how to make good hero descriptions and abilities tooltips you'll learn how to explore the tooltips commands such as |n, |cff and <Data>.
The |n will works like an "enter" button. It'll jump the line that you are. Here's an example about |n command:
At the ability editor:
At the game:
The explanation for it look like it just skipped 1 line is because the line that you were editing already count as one line. If you wanted just to skip to the next line (without 1 blank line) you should just put a |n.
Now, we'll talk about how to put colors (|cff command). The |cff is the code to tell the system that you're going to put a color. The nexts 6 digits are the colors that you'll want.
Here's a color code for a color that we see too much in the ability editor (the color irself is Bolded):
Do this look complex to you understand? I'll explain:
The |cff needs to appear before any color code, it shows to the editor's AI that you're going to put 1 color.
The ffcc00 is the code of the color.
We didn't put a space between the "S|cff" because if we put would look like: S torm Bolt.
The |r after the color is the color code end (if you don't put it the text will stay colored until the end).
The "t" after the code color is (are) the word (s) that you'll want to be colored.
Now that you know what's everything in the ability editor, the description in game would look like that:
The "%d" of the description means that the level of it will be show according to the next level of the ability. Example: you got Storm Bolt level 2, when you'll learn the level 3 it'll show: Storm Bolt - [Level 3].
You can see 500 colors at this site: 500+ Named Colours with rgb and hex values. The colors you'll need to put are at the forth collum (Hex).
Now, it's time to talk about the <Data> command. First step you must do to understand this commands is go to:
Object Editor > View > Display Values as Raw Data (Ctrl + D)
Well, now you'll see the base abilities' names as 4 letters/numbers.
For example, the Storm Bolt ability is now called AHtb.
Let's continue using the AHtb ability as example. In the Ability Learn Tooltip of it, you'll see (At level 1, 2 and 3 lines) an thing like this:
The Itallic thing is the command we're gonna analise. First:
The <AHtb,DataA1> means that the value that will be shown in the level 1 tooltip.
Bue why it will show the level 1? And not 2 nor 3?
That's simple... After the name of the spell - AHtb - it says DataA1, which means that it'll show the level 1 damage that you've put to do. Example of a imaginary damage for the level 4 tooltip of AHtb:
<AHtb,DataA4>
The "DataX" will be show if you put the Raw Data Values to be shown. In the case of AHtb, we have only DataA, but in the case of Thunder Clap spell, we have the Datas: A for area damage, C for slow percent and D for attack speed slow.
If the DataX means a % of anything, you must put a ",%" after it. Example:
< ,DataX,%>
The same process works to pre-put Durations, you just need to change the DataX for Dur1 or 2 or 3 and there it goes...
And remember, if you want to put those things at your custom ability, the prefix (4 letters before the Data) must be the prefix of the based ability.
Those tips presented in this tutorial are going to help you creating good descriptions at all. Good criticism and commendation are really welcome.
Grammar can be wrong, if you want to tell me how to improve it you're welcome too.
Thanks to everyone on THW who helped me in this tutorial.
CYA
------------------------------------------
1. Introduction
2. Making a good hero description
3. Abilities tooltips
4. Coloring Texts and using pre-made values
5. Conclusion
------------------------------------------
1. Introduction
This tutorial will show you good description tips to your hero arena, RPG or any other kind of map you're making. You'll see some pictures that will help you to understand some things.
The tutorial will talk about how to make a better introduction to your hero, how to make good abilities tooltips, how to make colored texts and much more.
The tips that will come with a "" before are important tips.
------------------------------------------
2. Making a good hero description
Some maps have negative points because of some leaks on descriptions, some of those are because:
* The hero's description isn't good.
* The abilities tooltips aren't showing the right thing
* The abilities hotkeys aren't good.
To fix the first * an option is to never use a hero chooser of the kind that you just move the wisp to the circle of power and then you get a hero, unless you know how to make a trigger that when the wisp walk near the circle a description about the hero appears at the player's screen.
The reason for never use a "circle of power" kind of hero chooser is because it makes the player to choose a hero just for the hero's look. The player can't see any information (or history in RPG maps case) nor have any idea about it's abilities. So, I suggest you to make the hero chooser in taverns or altars (or any other structure) because then the player can see something about the hero.
Making your hero chooser in structures gives the player an idea about what kind of hero he'll choose.
Creating histories about the hero's past and objectives is essential to make a good hero description. If you want you can answer the question "Why is this hero in that arena/RPG?" (This is optional but makes the description better).
Here I made a description for a RPG hero (use this decription ONLY for example):
Hardbyte - The Forest Druid When he was just a child, and old druid of his tribe gave him the bear morph technique. Now that all his tribe is dead he is one of the lasts pure druids of the earth. Wanting revenge for his tribe, Hardbyte, as the druids one time called him, has travelled to lots of locals seeking for a rest of good poeple to bring peace again to the world. Hardbyte can learn Bear Morph, Bear's Roar, Beast Instinct and Hurting Claws. Feel the nature's wrath |
The description that I created is just an example, as you can see, it answered the question "Why is this hero in that RPG?". The part when I talk about it's past and objetives was presented too. The abilities (under the description) that he can learn are just optional. In my opinion it is better because the player can have an idea about the hero that he'll take.
The little phrase that I wrote at the end of the description, at least for me, looks good because of the "impact" that it can cause. This is really optional.
You need to think that the player never saw the hero as you did. He don't know what kind of abilities does the hero haves and don't even know his primary attribute. So, making something like "Primary attribute - Strenght" is another good option to your hero description too.
------------------------------------------
3. Abilities Tooltips
The tooltips of abilities is other important point of a map. Some maps don't have a good hotkey because of complex shotcuts. Hotkeys like A, S, M and H can't be used because it's already filled with Attack, Stop, Move and Hold Position shortcuts.
I suggest you to use hotkeys like Q, W, E ,R, T, F, D, C and V because those shortcuts are near the normal hand position of a player at the keyboard. Sometimes the spell doesn't have a good shortcut-combo, this happens mostly in arena maps; the shortcuts don't have a good position or maybe it makes the player to be confused. The point is... If the ability name don't have a letter to a good shortcut, just put a (E) or any other letter in the spell's name front.
Here I made a Learn Tooltip to a random spell (use this tooltip ONLY for example):
Beast Inticts When the druid is in bear form, he can use his bear senses to feel the presence of predators. Can be used to feel other heroes and creeps. If the creep haves less than 30% of it's life, the druid have it's vision and gains a haste that can help him to track his lunch. Level 1 - 10% movement speed bonus. Level 2 - 20% movement speed bonus. Level 3 - 30% movement speed bonus. |
You can put as many levels as you want but, mostly in RPG's case, try to make the spell tooltip more real by don't using the words manacost, 10 seconds duration and some other things that steals all the tricky thing.
Don't put words such as "manacost" or "duration" at the ability tooltip, it steals your map "essence".
------------------------------------------
------------------------------------------
4. Coloring Texts and using pre-made values
Now that you already knows how to make good hero descriptions and abilities tooltips you'll learn how to explore the tooltips commands such as |n, |cff and <Data>.
The |n will works like an "enter" button. It'll jump the line that you are. Here's an example about |n command:
At the ability editor:
... a haste that can help him to track his lunch. |n|nLevel 1: 10%... |
At the game:
... a haste that can help him to track his lunch. Level 1: 10%... |
The explanation for it look like it just skipped 1 line is because the line that you were editing already count as one line. If you wanted just to skip to the next line (without 1 blank line) you should just put a |n.
Now, we'll talk about how to put colors (|cff command). The |cff is the code to tell the system that you're going to put a color. The nexts 6 digits are the colors that you'll want.
Here's a color code for a color that we see too much in the ability editor (the color irself is Bolded):
S|cffffcc00t|rorm Bolt - [|cffffcc00Level %d|r] |
Do this look complex to you understand? I'll explain:
The |cff needs to appear before any color code, it shows to the editor's AI that you're going to put 1 color.
The ffcc00 is the code of the color.
We didn't put a space between the "S|cff" because if we put would look like: S torm Bolt.
The |r after the color is the color code end (if you don't put it the text will stay colored until the end).
The "t" after the code color is (are) the word (s) that you'll want to be colored.
Now that you know what's everything in the ability editor, the description in game would look like that:
Storm Bolt - [Level 1] |
Before choosing darker colors remember that the back's plane of the tooltip is kinda black.
The "%d" of the description means that the level of it will be show according to the next level of the ability. Example: you got Storm Bolt level 2, when you'll learn the level 3 it'll show: Storm Bolt - [Level 3].
You can see 500 colors at this site: 500+ Named Colours with rgb and hex values. The colors you'll need to put are at the forth collum (Hex).
Now, it's time to talk about the <Data> command. First step you must do to understand this commands is go to:
Object Editor > View > Display Values as Raw Data (Ctrl + D)
Well, now you'll see the base abilities' names as 4 letters/numbers.
For example, the Storm Bolt ability is now called AHtb.
Let's continue using the AHtb ability as example. In the Ability Learn Tooltip of it, you'll see (At level 1, 2 and 3 lines) an thing like this:
... stunning the target. |n|n|cffffcc00Level 1|r - <AHtb,DataA1> damage, <AHtb,Dur1> second stun. |
The Itallic thing is the command we're gonna analise. First:
The <AHtb,DataA1> means that the value that will be shown in the level 1 tooltip.
Bue why it will show the level 1? And not 2 nor 3?
That's simple... After the name of the spell - AHtb - it says DataA1, which means that it'll show the level 1 damage that you've put to do. Example of a imaginary damage for the level 4 tooltip of AHtb:
<AHtb,DataA4>
The "DataX" will be show if you put the Raw Data Values to be shown. In the case of AHtb, we have only DataA, but in the case of Thunder Clap spell, we have the Datas: A for area damage, C for slow percent and D for attack speed slow.
If the DataX means a % of anything, you must put a ",%" after it. Example:
< ,DataX,%>
You can only use the < ,DataX> command to pre-put values show as Data and Dur, and not Cooldown and other things.
The same process works to pre-put Durations, you just need to change the DataX for Dur1 or 2 or 3 and there it goes...
And remember, if you want to put those things at your custom ability, the prefix (4 letters before the Data) must be the prefix of the based ability.
------------------------------------------
5. Conclusion
Those tips presented in this tutorial are going to help you creating good descriptions at all. Good criticism and commendation are really welcome.
Grammar can be wrong, if you want to tell me how to improve it you're welcome too.
Thanks to everyone on THW who helped me in this tutorial.
CYA
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