Worldsmith Updates Thread

edited June 2015 in Worldsmith

My thread for posting Updates to Worldsmith

щ(゚Д゚щ)there are no heroes left in man


  • I'm rewriting the Action Editor to be a node based editor

    щ(゚Д゚щ)there are no heroes left in man

  • Posts: 1,670

    Nice! Can't wait to see some of the complex SpellLibrary skills being loaded in there, is gonna look quite crazy :pogchamp:

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  • I have fixed a problem with the general layouting of nodes being incorrect. They look great now:

    щ(゚Д゚щ)there are no heroes left in man

  • Looks good.

  • Wrote some code and generated some scripts for Events. They now have pins for specific presets and will soon respect the Target flag on the ability.

    щ(゚Д゚щ)there are no heroes left in man

  • щ(゚Д゚щ)there are no heroes left in man

  • The Target pins are now connected by default. Noya was a huge help with this code.

    щ(゚Д゚щ)there are no heroes left in man

  • Posts: 38

    I updated Worldsmith with Penguinwizzard's kv parser. loading objects is MUCH faster now.

    щ(゚Д゚щ)there are no heroes left in man

  • edited June 2015 Posts: 38

    Major update to the Graph editor. I've got proper data handling in the back end (yay!)


    produces this output:

            "Target"    "CASTER"
            "ModifierName"    "modifier_channel_start"
             "Target"   "CASTER"

    Where ModifierName was already in the ability.

    There are still a few things left to do:

    • An asset selector. This is used to play add in the fields for Sounds, Particles, Models, etc. This will be a bit of a rabbit hole, but it needs to be done.
    • Creation of AbilitySpecial 'variables'. Right now it can read them from the Ability, but it cannot create new ones.
    • Custom Target node. Creating a Target key with children is not possible right now. I'll probably make it a node you can connect into a Target input connection.
    • Make the number pins not ass. If they are unconnected, you should be able to manually enter numbers. Right now it's pretty ugly and bad.

    I still don't recommend actually using it yet, as I've noticed a few cases were broken or no output is produced (namely with variables).

    щ(゚Д゚щ)there are no heroes left in man

  • This looks so good that perhaps one day even I will be able to make a mod :)

  • edited June 2015 Posts: 2

    I will get on IRC to get help, but any chance of an instruction manual? I can't seem to change any properties, let alone start constructing abilities for custom items. When using different base items, the properties stay the same. Is a base item just the icon?

    I realize that what I need to know about ability events and such is either Lua or in the tutorial section on ModDota, but the tutorial section isn't enough for a beginner like me. I work in laboratory settings where the wording of documentation is important. Your tool will eventually reach non-coders like me, so I would be happy to help write in-depth documentation if it's remotely feasible! The downside is that I will need everything explained to me, but the upside is that two eyes are better than one.