Since the vJASS Experts are recoding Wc3:WoW from scratch, here's a fun list of all the things that need to be recoded, though maybe this time around we should make it look and function better. Please program each trigger in a test map (if able) so that multiple people can work on the actual campaign file at the same time and make progress in more than one area. The following is a list of systems we need to recode before we consider reopening Closed BETA again:
If you want me to describe how to do the other systems which aren't necessarily being REcoded, such as the Quest System or Loot System, I will. Just let me know.
Other important systems we need to add that weren't there before are the Inventory/Bags System, Bank System, Quest Log System, and Character Info/Equipment System.
IMPORTANT: DO NOT USE GUI TRIGGERS OR JASS, JUST USE vJASS!
- Start Map: Character Creation, Character Customization, and loading previously saved characters. The Character Creation this time around will be more like WoW where you simply choose the faction, race, and class all in the same map before you actually play the character. The customization part doesn't need to be fully done, but it'd be cool to have it partially complete so we can have a head start on customization for the future. - Yixx
- Zoning: Probably need to recreate regions on the map where the player will need to enter to exit the current zone and move on to the next. - Yixx
- Player-Bots: A big part of what makes Wc3:WoW unique. The Player-Bots. Or we can just call them Bots. I'd like it for random Bots to enter the zone and pretty much do whatever a player might do once he is in the zone. We'll have regions all over the map (probably twice or three times as many as before) for areas the Bots can randomly decide to venture to to grind for experience and I'd also like Bots to be intelligent enough to purchase useful items such as armor and weapons. When we add quests to the game, I'd like for Bots to go to quest givers and sort of do the quest. Even though I know that Bots technically cannot accept or complete quests, we can sort of simulate as though he were doing a real quest. The AI will need to be much better as far as how to use spells and how to attack things, but right now that isn't a main focus as I believe it may take us too long. - Yixx
- Groups: When Player 1 (Red) selects a Player 5 (Yellow) Hero (not just a unit since they can summon pets which are classified as units) and types "\inv" or "\invite" initiate action "Wait 5.00" and then make a trigger which randomizes the response of the bot. For example, when Player 1 tries to invite a Player 5 Hero to his group, there's a 50% chance that that Hero specifically will decline the player's invitation. If the Hero declines the first invite from Player 1, that Hero will continue to decline Player 1's invitations FOREVER! But Player 1 can always try to invite another Hero that he/she sees running around.
Keep in mind that Player 1 is the real player and Player 5 (as are all other players except for Player 1) is a computer.
- Party System: This system will get more complex later, but for now, Bots in your group (Gray) should follow you but not constantly try to get to where you're standing. Bots should also know when to heal themselves or when to heal you.
- Experience System: Don't think this should be difficult, although it was a problem in Wc3:WoW before the trigger wipe. Player Red should only have shared experience with Gray, and Gray should have shared experience with Red. Previously, Red had shared experience with almost everyone since he's allied with Gray, Yellow, and Brown. Also, aside from sharing experience only with Gray, the player should not receive any experience at all from mobs that are 5 levels or more below the player's level.
- Spells: Another major part of Wc3:WoW will be the spells. We need them to be as accurately made as possible according to wow.allakhazam.com and we need them to function and look the same too. I'm pretty sure we have a ton of spells already recreated, but I'm sure they all need adjusting.
Don't forget that we need to use a sort of spellbooks system or perhaps something easier to use if possible for storing all the spells in Wc3:WoW. - Yixx
- Professions: Not a priority at the moment. Don't worry about this.
- Class Trainers: When a player runs up to their class trainer and Left-Click's him, the Class Trainer should be able to sell new spells/spell upgrades to the player. Because there are so many spells the class trainer has to sell (although you cannot purchase the ones that you do not meet the level requirement for) we'll have to make a window on the left of the screen come up with a long list of spells which you - the player - are eligible and ineligible for. Since the list is long, we'll have to make a scroll bar or next/previous button for pages worth of new spells and upgrades.
- Mailbox System: Players should be able to use a mailbox to send money, items, and/or a text message to their other saved characters. MUCH further down the line, we might make this system more complex and allow the player to mail stuff to bots and bots can receive the items and use them, but not until we've mastered the AI and many other systems.
- Saving/Loading: Same as before. Every minute or so the game should autosave the progress of the character. The game should be able to detect which save slot to save in, instead of forcing the player to type which save slot to save in first. How will it be able to know? When creating a character, the characters are saved in the order they're made. The player can make up to ten characters. When a character is finished being made and customized in the Start Map and the player enters the first playable zone, the game will instantly automatically save that character in slotX. The first character made will be in save slot 1, second will be in save slot 2, etc. When the player has created ten characters, filling up all save slots, the option to create a new character will not exist until the player selects a character slot and types "DELETE". - Yixx
- Allies and Hostiles: A fairly simple trigger to redo. Even I did it in GUI. Simple make it so that Gray treats Brown, Yellow, Red, and Blue as allies (vice versa) and Orange is treated as hostile by pretty much everything except for Blue. Blue is friendly with everything except for Neutral Hostile. - Yixx
- Mob System: A new system I've come up with, since I realized that Wc3:WoW was way off without this. There's a mob type in World of Warcraft that is neutral, making their name appear in yellow. In Wc3:WoW, everything is hostile, which can make even the noob zones in Wc3:WoW a real bloodbath. We need a system where if a unit which is neutral and the unit is a Plainstrider or a Mountain Cougar or whatever and it gets attacked, it becomes Neutral Hostile. Neutral units are never attacked by guards from towns and cities, but Neutral Hostile units will be attacked. That's kind of also why we need this system. The guards at the town in Southern Mulgore (Red Cloud Mesa) keep killing the Plainstriders, which we don't want unless of course if they were attacked to become hostile. - Yixx
- Mob Respawn System: Two minutes after a mob dies, they will respawn as Neutral, but if it is naturally a Neutral Hostile unit, it will return to being a Neutral Hostile unit after the respawn phase is over. When a mob first starts respawning, the unit is 100% transparent (invisible) but over 3 seconds the unit becomes less and less transparent until it is fully visible. This is how mobs respawn in World of Warcraft, and so we'll have the same system. - Yixx
- Field of View: The player can adjust their Field of View by typing "\1500", "\3000", "\5000", "\7500", "\10000", "\15000", "\20000", "\25000", or "30000". Each defines the field of view. 1500 is the lowest value the player can set, while 30000 is the highest value. This is a totally necessary feature to add since it allows Wc3:WoW to perform smoothly according to the player's settings. - Yixx
- Third Person Camera: When the player presses the + key, the camera toggles through one of two camera modes. The first mode (enabled by default) enables the player to move his character with the arrow keys and can scroll to zoom in and out; the camera is set in third person and adjusts itself automatically to avoid terrain and objects. The second mode disables the freedom to move the character with the arrow keys and instead the arrow keys are used to manually adjust the camera angle. Scrolling zooms in and out. - Yixx
- Arrow Key Movement: The player can use the up arrow to move forward, the down arrow to walk backwards, the left arrow to turn left, and the right arrow to turn right. If the player holds down X arrow key, the player's character will continue to move in X direction until the arrow key is released. Walking backwards reduces movement speed by 30% compared to forward movement speed. - Yixx
- Custom Menu: Our own custom menu system will be required for this mod. The player should be able to adjust Field of View, Unit Range (How close you need to be to units for you to see them; when they come in range, they fade in from 100% transparency to 0% transparency), and other options to allow the player to adjust the mod's settings for the sake of their own entertainment and their computer's performance.
- Currency: Gold, Silver, and Copper will be used as currency in Wc3:WoW. Every 100 copper = 1 silver, 100 silver = 1 gold. The maximum amount of gold is 999999, though it would take years to achieve that much gold probably. Gold, Silver, and Copper is used purchase items, new spells and spell upgrades, repair items, flight paths, auction house, mail, and can also be used to trade. The player can accumulate Copper, Silver, and Gold by completing quests that reward the player with money, looting chests and corpses that have money, selling items, be mailed money by another player, or be traded money by another player.
If you want me to describe how to do the other systems which aren't necessarily being REcoded, such as the Quest System or Loot System, I will. Just let me know.
Other important systems we need to add that weren't there before are the Inventory/Bags System, Bank System, Quest Log System, and Character Info/Equipment System.
IMPORTANT: DO NOT USE GUI TRIGGERS OR JASS, JUST USE vJASS!
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