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Map Development Discuss your developing maps. Release beta tests and get useful feedback before the final release. If your map is fully complete or is a late Beta, then it can be uploaded directly to our Maps Section. Otherwise, attach the map to your post. This is NOT a forum to ask questions about the Editor!

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Old 05-06-2011, 06:59 AM   #1 (permalink)
Registered User Marsal
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Challenge Tales of Yrchian ORPG V2

Tales of Yrchian is a full teamwork multi-player ORPG map. Map isn't finished yet, still working on quests, items, skills, heroes, dungeons, etc. It's almost impossible to play it with less than 4 players.
Attribute system
There would be 5 attributes that affects the gameplay for each player.
The attributes would be the following:
Attribute
Effect
StrengthAffects the power of your physical attacks, the ammount of your health points and your life regeneration rate.
IntelligenceAffects the power of your magical attacks, the ammount of mana you can handle and your mana regeneration rate.
DexterityAffects the chance of a critical hit and durability reduction.
SpeedAffects your movement speed and attack rate.
LuckAffects almost everything, the drops you get, the damage you deal or take, chance of avoiding an attack or traps. Everything.
Talent trees and Upgrades
There will be two trees. One for the characters' active skills and one for the passive skills and upgrades. The Talent Tree lists the passive skills the heroes can learn. There will be always more than one choice.
The players can choose 5 from 10 talents/upgrades.
Hero Pick System
A brand new hero picking system instead of that boring Tavern. I thinking about a cinematic where all the 12 heroes(Yes there will be 3 extra heroes and the 9 from the original ToY) are fightning against creeps showing some of the skills/spells they can use. The pick can be controlled by th arrow keys. It would be an infite fight repeating the moves.
Terrain
It would be different from the previous one. Detailed, beautiful with better tileset and doodoads and without these shitty blizzard cliffs.
WIP







Also some WIP of two of the spells:

Item Durability System
The weapons and armors will not have active spells. All weapons and armors bought from one of the shops starts with 100 durability(charge). During the battles the durability of each is lowered depending on luck,damage taken/dealt,type of enemy's/hero's armor and dexterity. If the item's durability reaches zero, the hero will lose that item. Item's can be repaired at blacksmiths. Dropped items starts with random durability between 100 and 25.
Repair
At some of the shops you can repair the used items. Here you are two little tables that shows everything.
Weight System
The items wil have a weaight value. Weight has an impact on movement speed. If the character carries too much weight it will be over encunumbered and can't move. Strength and how healthy your character is determites the weight you can carry.
Advanced Potion System
The potions will work different. It won't heal the full value at use. Instead of that it will heal a % of the max healing value and then slowly regenerates the remaining.
Craft, Enchant and Jewellry Charge System
Jewellry with active/passive skills have a charge. Each use reduce the charge of the item by X. X depends on the power of the skill. Can be recharged at Special Trader.
The player can craft a few jewellry. The crafted items don't have any effect. Effects can be added by special (crafted) elixirs. Elixirs can be made by Distiller. Also it will be allowed to craft potions, such as health, mana potions or even buff potions.
Enchants will have a 75% succes chance. If the enchant fails, all the ingredients will disappear.
Recruitment
I want to make this map unique and high detailed, without any glitch or other irritating things so I need some help.
Recruits:
Role
Model maker2 slot - Make detailed models with nice animations (if required) with the lowest possible size.
Icon maker2 slot - Creative user experienced in icon making.
Terrainer2 slot:
  1. One for especially for dark themes. I'm not too good at this theme :/
  2. One for the others. Dungeons, forests etc.
Terrainers must have the MiscData.txt file. If you don't have.
TriggererAt least one vJASS-er
SkinnerSomeone who can make detailed skins with low size.
ArtistSomeone who can draw nice pics for the skill/spell/talent trees.
The ones who work on the map itself require the latest JNGP.
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Last edited by Marsal; 11-08-2012 at 07:45 AM.
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Old 05-06-2011, 10:03 AM   #2 (permalink)
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id be happy to be a terrainer for this ive always wanted to make an orpg had many ideas but i could never get the triggers done. I was never the best at that. but ya i would be happy to help i can send u my orpg map to show u some of my basic terrain it aint full details but u will get idea what i can do
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Old 05-06-2011, 12:47 PM   #3 (permalink)
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Well I found some of your terrain pics. Not bad but I need much more better.
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Old 05-06-2011, 04:25 PM   #4 (permalink)
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For save/load, I suggest you find someone who specializes in save/load and can use this system =)

http://www.hiveworkshop.com/forums/s...-2-2-a-189883/
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Old 05-06-2011, 04:55 PM   #5 (permalink)
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I know all the save/load systems on the hive. And I checked it when this is released.
It's ultimately complicated. I need one that is as simple as possible and only saves the required things.
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Old 05-06-2011, 05:30 PM   #6 (permalink)
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Quote:
I need one that is as simple as possible and only saves the required things.
It can be configured however you like. However, if you want one that's simple and produces pretty good codes, check Pipedream's at wc3c.net.

However, if you use Pipedream's, you won't be able to do things like only saving the items that exist in the inventory and only saving xp for levels that actually need it and etc... and you won't be able to save things like item charges.

For example, with pipedream's, Pearl East Kingdom's code would have prob been 23 chars w/o saving item charges. With Encoder, it's 9-23 characters (that's w/o saving item charges ofc).

But again, if it is simplicity that you are after, Pipedream's is the best way to go.


Now if you want as simple as possible, then you can use something like Acehart's at thehelper.net (GUI friendly too), but that'd prob be 34-37 characters long.

We're actually discussing save/load systems at this thread: http://www.thehelper.net/forums/show...ystem-and-why-)
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Old 05-06-2011, 05:54 PM   #7 (permalink)
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And it's fully in JASS or I can download it in vJASS...
TriggerHappy's system could be good but it's difficult to add things like skills,skill levels,talent tree things,charges remaining(oh I forgot to add the durability system to the thread ~.~),etc...
I checked Acehart's system and I don't know :/ It's filled with big ammount of triggers but if I see it correctly, there is one that combines the previous ones so I just have to copy 4-5 triggers.
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Old 05-06-2011, 06:21 PM   #8 (permalink)
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Well, here is some info-

some data can be compressed down to 7 characters-
Pipedream's does it perfectly
Encoder does it perfectly
CodeGen does it to 16
Acehart's does it to around 16 I think it was


So just keep in mind that if you don't use Pipedream's save/load system or Encoder, you're going to have a code that's way more massive than it needs to be.

For more information on why, check out intro to save/load in this tutorial (goes over the mechanics of save/load, no code)
Saving and Loading

Quote:
charges remaining
You can only save that w/ Encoder. No other save/load system can do that, so give up on item charges, lol. And believe me, the catalogs that result from charged items are much more complicated than the norm =P.

Check out the structure of Encoder as compared to others to see why. I mean, you can save item charges, but your code is going to be utterly massive... we're talking a 11-18 char encoder code vs an 18 char Pipedream code (very little info saved), and around 29 for a code generated by Acehart's or CodeGen (again, almost no data saved). And if you want to save everything that you want to save, then it's probably going to bloat up to 27 char or so Pipedream code or a 42ish char Acehart/CodeGen code or a 20-27 char encoder code. This is all w/o security. Add 2-3 chars to encoder/pipedream for security and 4 chars to others for security.


So I really don't suggest saving item charges if you're not using Encoder, and I suggest using Pipedream's as it's your next best bet.

edit
Visual

Code:
Ace/CodeGen/Etc
ZZZZZ-ZZZZZ-ZZZZZ-ZZZZZ-ZZZZZ-ZZZZZ-ZZZZZ-ZZZZZ-ZZ

Pipe
ZZZZZ-ZZZZZ-ZZZZZ-ZZZZZ-ZZZZZ-ZZ

Encoder
(between these, almost guaranteed never to hit min or max size, will typically stay in middle)
ZZZZZ-ZZZZZ-ZZZZZ-ZZZZZ
to
ZZZZZ-ZZZZZ-ZZZZZ-ZZZZZ-ZZZZZ-ZZ
edit
I guess if you don't care about the size of the codes that the players have to type in, that's fine ^)^. Just keep in mind that the #1 complaint by players in ORPGs is the code size =P.
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Last edited by Nestharus; 05-07-2011 at 05:55 AM.
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Old 05-12-2011, 07:22 PM   #9 (permalink)
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Old 05-17-2011, 03:23 PM   #10 (permalink)
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Bump.

Added a screenshot of a very early part and much extra information.
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Old 05-25-2011, 01:33 PM   #11 (permalink)
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You might find this useless, but why don't you just call this Tales of Yrchian 2?
And if you are going to do so, maybe you should make new heroes and a new story :D
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Old 06-08-2011, 04:43 AM   #12 (permalink)
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Well, because 1 is not complete :D that's why I call it v2. It's compeletely different but completely the same at the time ~.~. Well it's a kind of full remake.

Since nobody joined also hardly anyone interested in the map.... I started the map alone.
Things done:
Amazon skills:
  • Split Cold Arrows
  • Overgrown
  • Entangling Roots
Small part of terrain
Skill trigger calling system
Half of the Attribute and damage/skill effect level calculation system.
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Old 06-08-2011, 11:50 AM   #13 (permalink)
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will wait for the release of the map, I want to be a Beta Tester xD
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Old 06-14-2011, 05:30 AM   #14 (permalink)
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If you ever need a beta tester, please contact me.

FYI: I've been a beta tester before. So i can critisize people's work. And i got much spare time.
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Old 06-16-2011, 10:41 AM   #15 (permalink)
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just a suggestion, make an Aggro system or alert system. Cause enemies would always come attack you if they recieve even 0 dmg from you. So you could make that as alert, if spell gives nice sounds. Enemies should come and visit that place. And about aggro, every spell should give aggro. So how bigger aggro is more enemies would come. :)
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