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World of Magic RPG 1.24

After months of work I finally finished the beta version of World of Magic Single Player RPG.

Story:
You are a young mage who wants to prove himself to the world and have to do various of quests in the world to advance to a higher stage.

Systems:
-Wands/staffs/rods:
You will always have one of these in your inventory, these will give you bonus damage to the magic you cast, but can also give various of special effects.

-Magic:
the usage of magic is your main and practically only way of damaging the enemy units. Magic is not an ability your hero has, but comes forth in items, with maximum 100 charges, everytime you use your staff/wand/rod it will use the magic in slot 2 of your hero's inventory. There is destructive, healing and effect magic, destructive magic is fire, blizzard, thunder, or later also fira, firaga, holy, quake, flare, etc. Healing magic is cure, cura, curaga and regen. Effect magic is blind, slow, protect, shell, stop and infection.
NEW FEATURE: Pressing the Up or Down arrow moves the items in your inventory Up or Down. This improves gameplay if you play with autocast, and even without.

-Drawing:
Drawing is what u need to do to obtain magic. This is a hero ability you use on enemy units. Each unit has a different magic you can draw from it, some units have the same magic, bosses mostly have better magic to draw from. You can draw 9 magic maximum each time you draw. Agility has an effect on the amount you draw.

-Healing/reviving:
You can carry an unlimited amount of potions, and these are shown on your leaderboard. Everytime you pick up a potion the number on your leaderboard will increase, and when you use a potion with the hero ability 'use potion', the number will decrease. There are also phoenix downs, aslong as you have more then 0, when you die you will be revived at the starting town. You can buy these in any town.

-Inventory:
The hero ability 'go to inventory' transports you to a closed area where all the items in the map you have collected will be available, like staffs, armor, potions u haven't picked up and magic.

-Armor:
You can imbue armor with magic you found. You need a 100 of the magic u want to imbue to do this. U can keep imbueing the same armor, but the effects will not stack, it will only have the effect of the last magic u imbued it with. Stronger magic=stronger armor.

-Summoning:
At a certain time in the game you will find summons (Ifrit, Shiva and Ramuh). When you cast the magic they are affiliated with there's a chance you summon them(shown on leaderboard). Later on you can find more summons, especially with the summoner class(see net).

-Classes:
At a certain time in the game you will be able to choose your class, these will have there own specialties and abilities. There are 4 classes you can choose from:
*Necromancer: this class is all about the raise dead spell. This is the only hero that can get the summon Ra'Qul, which is a skeleton summon.
*Priest: gives bonusses to healing spells and later on massive bonus to the holy spell. Priest also has an income that can be increased by doing quests.
*Summoner: has increased chance of summoning, can also find more summons and has some active summoning spells.
*Elementalist: this hero is all about destructive spells, for pure damage take this guy.

Classes also give bonusses when you do quests in the village they're from (you can take the portal in each town to transport to your village.

UPDATE:
Fixed Phoenix down leaderboard bug
Fixed ability icon location thx to callahan and that blue blob guy ^^
Mother wolf slightly weaker
Added cred for models which I forgot the first time.
Fixed some other small bugs

UPDATE 2:
Added Magic boxes in inventory.
Added Tips and Help as an optional quest.

FIX:
Removed magic boxes because can't solve bug.

UPDATE 3:
Terrain improved thanks to chilla_killa
Tips and help split up into 2 quests
Fountains arn't walkable anymore

Version 1.21
Fixed Slug Bug
Fixed Odin tip
Fixed terrain bug in dungeon where doodads block the path
Added some tile variation

Update:
Added minimap picture

Version 1.22
Fixed dummy units at borders of map
Fixed Bahamut's attack
Fixed village items bug
Fixed dark fog (the dark fog is still there, but now it goes off when u leave the area, and it's not as dark anymore)
Summoners wolves level 3 don't have perm invis anymore
Slug Summon fixed
Added tomes in Castle Shop

Version 1.23
Fixed some minor Bugs
Small Terrain changes
Added new spell: Essence (drawn from swamp minion)
New item: Essence Robe

Version 1.23b
Added possibility to end cinimatics for the ifrit, shiva and ramuh


Version 1.24
Added possibility to move items up and down by pressing the Up or Down Arrow key
Fixed visual bug with curaga, now the effects are see-able when u have full hp


Keywords:
Single rpg, magic, fantasy, RPG
Contents

World of Magic RPG 1.24 (Map)

Reviews
22:28, 16th Dec 2009 ap0calypse: Approved
Level 31
Joined
Apr 17, 2009
Messages
3,571
I downloaded your RPG and took a litle look on it.
It looked very good. Nice quests, very good atack system with magic attack. Nice custom spells. I liked the terrain, but I think it needs a bit more tile variation, but it was very good.
I didn't play it all ... I died at the big wolf and was gameover, but it was fun. The story is very creative and the triggers looked bugfree, but I just overflew them.
All in all I would rate this RPG 4,2/5 Voting for Approval
 
Level 9
Joined
May 22, 2009
Messages
276
Add category.

Is such a thing neccesary, it said if it doesn't really belong to any category I could just use tags, and I did. I hope you didn't downgrade the map cause of such a minor thing, or was that someone else <.<

and thx chilla for your report, the map is practically bugfree, tested it many times, and I think I forgot the importance of potion using, they're only 10 gold each, so buy enough.

I will update the map to change small things, but this is practically finished.
 
I liked it :D
The idea with the wand and the spells is very original. But it could be made better.
add an ability to your hero, so you can work with hotkeys, and so you can faster click it, and it's better with the potion hotkeys.
Terrain was... not very good. it lacks tile variation and environmental things.
normal npcs were easy and it's hard to lose all your spells.
But the bosses were very hard. I died at Shiva, I had no chance.
But with a lot of work, it could become a great map. Maybe make it multiplayer?

oh and one bug: I died (first time) but the extra lives doesn't reached zero (on the multiboard). When I died the second time, I lost...
 
Level 7
Joined
Aug 30, 2008
Messages
347
Seems like an interesting map, concept is great but you have to improve the terrain. keep improving!
 
Level 9
Joined
May 22, 2009
Messages
276
I liked it :D
The idea with the wand and the spells is very original. But it could be made better.
add an ability to your hero, so you can work with hotkeys, and so you can faster click it, and it's better with the potion hotkeys.
Terrain was... not very good. it lacks tile variation and environmental things.
normal npcs were easy and it's hard to lose all your spells.
But the bosses were very hard. I died at Shiva, I had no chance.
But with a lot of work, it could become a great map. Maybe make it multiplayer?

oh and one bug: I died (first time) but the extra lives doesn't reached zero (on the multiboard). When I died the second time, I lost...

yes I forgot to fix that phoenix down bug, I just forgot to show the changed amount on leaderboard, will be fixed when updated. Yea people seem to have much troubles with the bosses (as for shiva, u best use ifrit when u fight her, same for ramuh, but u have to use shiva then).

I know terrain is my greatest weakness, but I've always found the gameplay and usage of original item systems more important, later on spells will have a larger aoe, so the terrain will have to be wider and less compact.

About the multiplayer thing, I don't know save/load, and it's too much work to change all the triggers to do so either.
 
Level 9
Joined
May 22, 2009
Messages
276
The Go inventory icon , turn off turn on autocast and potion icon changed upon loading a saved game.Several button may be stacking on the same emplacement
Did you assign a different emplacement to your buttons?

Oh now I understand, u meant that they change place, well yea I don't have assigned emplacement for any of them, nor do I know how to, can you help me and tell me how I do this? I'm guessing it's in the object editor.
 
Level 4
Joined
Dec 10, 2008
Messages
85
Wow, amazing map, but it needs a lot of work, specially in the terrain, and I don't see the point of the inventory, try to make it a little more... I don't know, good looking, it is just an empty space.

There are a lot of problems here, specially with the inventory thing, you can use it to escape, I still can't see the point to have an inventory.

Add information, this really needs information, first, the lives you have, you add a multiboard for potions, mana potions (And by the way, the spell says mana potions and the items are called magic potions, I know technically the same... but... I don't know) and one mysterious icon there... I got killed, and I revived, I didn't notice that I have no lives, so I got killed again and... well, it was a game over... you should add something to tell the people, this are lives, this thing is that...

Overall is an incredible map, that still needs a lot of work, well, is a beta, try to make a better looking terrain and be more friendly-user, you maked the map, and you understand it, but many people won't...
 
Level 9
Joined
May 22, 2009
Messages
276
HAHA LOL I CANT PLAY THID RPG WHNE I TRY START GAME ITS SAY NEED BE OTHER TEAMS TO START PLAY LOL? u suck

I don't suck, you're just not smart enough to understand you're not supposed to play single player maps on bnet.

Wow, amazing map, but it needs a lot of work, specially in the terrain, and I don't see the point of the inventory, try to make it a little more... I don't know, good looking, it is just an empty space.

There are a lot of problems here, specially with the inventory thing, you can use it to escape, I still can't see the point to have an inventory.

Add information, this really needs information, first, the lives you have, you add a multiboard for potions, mana potions (And by the way, the spell says mana potions and the items are called magic potions, I know technically the same... but... I don't know) and one mysterious icon there... I got killed, and I revived, I didn't notice that I have no lives, so I got killed again and... well, it was a game over... you should add something to tell the people, this are lives, this thing is that...

Overall is an incredible map, that still needs a lot of work, well, is a beta, try to make a better looking terrain and be more friendly-user, you maked the map, and you understand it, but many people won't...

The inventory is so you can gather all the magic you've collected, same for staffs, armor and potions. In the beginning you don't really need it, but later on you'll have so much different magic you can't carry it all, and it boring to go back all the time. And about fleeing, if you use 'go to inventory' enemies get fully cured, so you can't really abuse this.

You can see the phoenix down description at the shop though, and in the update I made the number of phoenix downs is now shown when u die too.

I already tested it by many people, and most of them understood basicly everything, but I guess some info here and there won't hurt. People don't like to read tho.

Also consider adding imported music I think wc3 music are terribly dull and make me sleepy but it's me.

you can also just turn off warcraft 3 music and turn on your own music, whichever tune I'd put on it, people would get bored of it eventually.
 
Level 3
Joined
May 26, 2009
Messages
72
Wtf can anyone tel lme how to start play this map.. Whne i push start game its say.. Need be other team 2 to start play wtf.. Its says need be 2 tems to start play but in ur map is 1team how to play lol?

{EDIT 1}
single? omg lol i play un euroserver i host it there and max players is 1 in server i push start game itssays need be team 2 to play.. how the hell i can start map?

{EDIT 2}
haha lol with lives map? lol that suck... its the most stupid thing what is in map lol
 
Last edited by a moderator:
Level 4
Joined
Dec 10, 2008
Messages
85
I played the game like for... 4 hours of something.

Things that were incredible annoying, the inventory needs a lot of organization, you can't organize it, since everytime you go to the inventory the items rearrange, making really difficult to select spells or staves.

Some ideas here to improve your map:
- Create a new unit for the inventory, the classic box, to put in there the spells. (I think 4 boxes will be enough)
- Create a new unit for the inventory, another box, but this time make it a store, every time you get a new staff add it to the things you can "buy" in the box, with no price, so when you select the staff you will be able to change them.

I forgot some other things, but about programming... well... you should make it more efficient, since there are tons of leaks, and is a little too complicated, it can be ten times simplier.

This is a great map, but try to fix all those things (very original and fun). With a lot of effort this map could deserve a Director's Cut score, but you should improve almost everything, terrain, triggering and systems.
 
Level 9
Joined
May 22, 2009
Messages
276
I played the game like for... 4 hours of something.

Things that were incredible annoying, the inventory needs a lot of organization, you can't organize it, since everytime you go to the inventory the items rearrange, making really difficult to select spells or staves.

Some ideas here to improve your map:
- Create a new unit for the inventory, the classic box, to put in there the spells. (I think 4 boxes will be enough)
- Create a new unit for the inventory, another box, but this time make it a store, every time you get a new staff add it to the things you can "buy" in the box, with no price, so when you select the staff you will be able to change them.

I forgot some other things, but about programming... well... you should make it more efficient, since there are tons of leaks, and is a little too complicated, it can be ten times simplier.

This is a great map, but try to fix all those things (very original and fun). With a lot of effort this map could deserve a Director's Cut score, but you should improve almost everything, terrain, triggering and systems.

Yea I will add boxes, I already planned that, but it must have slipped my mind, the shop thing is cool, but I find it unnecesary because mostly you'll carry your newest staff and won't have any need of previous ones. Btw, which class did u pick, if you got that far, I guess you did. I like to hear some feedback from the classeshow much fun they were.
 
Level 31
Joined
Apr 17, 2009
Messages
3,571
haha lol with lives map? lol that suck... its the most stupid thing what is in map lol

Hehe nice tripple post. :grin: Use the edit button for deleting 2 of them or you will get -rep or get banned. Just don't play it online, play it offline, there it works.

@skamigo: If you're interested, I can work on the terrain and improve it.
Just PM me.
 
Level 9
Joined
May 22, 2009
Messages
276
Hehe nice tripple post. :grin: Use the edit button for deleting 2 of them or you will get -rep or get banned. Just don't play it online, play it offline, there it works.

@skamigo: If you're interested, I can work on the terrain and improve it.
Just PM me.

I might just do that, first gonna add those boxes for inventory and check to solve other bugs.
 
Level 4
Joined
Dec 10, 2008
Messages
85
Yea I will add boxes, I already planned that, but it must have slipped my mind, the shop thing is cool, but I find it unnecesary because mostly you'll carry your newest staff and won't have any need of previous ones. Btw, which class did u pick, if you got that far, I guess you did. I like to hear some feedback from the classeshow much fun they were.

I played this twice, first I choosed the elementalist, I didn't notice, any difference in the damage of the spells, but I'm not totally sure, then I picked the Priest is totally out of balance, as the description says, is nearly impossible to be killed, and I got like 6 of more lives because of his income.
And I noticed something weird but helpful, when you cast the Cura ability of the Priest, it keeps using it... is that supposed to happend?
I will play with another class and try to finish your map (is extremely long).

I actually change staffs, specially in the first part, the Lighting or Light Staff (can't remember the name) is awesome for the bosses, since it has the double cast for the Cure ability and adds damage to the Thunder spell, but the Fire Staff is awesome for killing units.

And there's one problem with Thundara, some of the dummy units never die, the problem is that they create a visible point and they can be attacked, is very annoying, the game keeps telling you that you are under attack, is really annoying...

So far my complains are about organization in the inventory and the terrain, the cemetery looks cool though. The map is really addictive, I don't really now why, but it is.
 
Level 9
Joined
May 22, 2009
Messages
276
I played this twice, first I choosed the elementalist, I didn't notice, any difference in the damage of the spells, but I'm not totally sure, then I picked the Priest is totally out of balance, as the description says, is nearly impossible to be killed, and I got like 6 of more lives because of his income.
And I noticed something weird but helpful, when you cast the Cura ability of the Priest, it keeps using it... is that supposed to happend?
I will play with another class and try to finish your map (is extremely long).

I actually change staffs, specially in the first part, the Lighting or Light Staff (can't remember the name) is awesome for the bosses, since it has the double cast for the Cure ability and adds damage to the Thunder spell, but the Fire Staff is awesome for killing units.

And there's one problem with Thundara, some of the dummy units never die, the problem is that they create a visible point and they can be attacked, is very annoying, the game keeps telling you that you are under attack, is really annoying...

So far my complains are about organization in the inventory and the terrain, the cemetery looks cool though. The map is really addictive, I don't really now why, but it is.

wow, I'm happy u like it so much :), about the not dissapearing of dummy units, I once had that, and thought I fixed it. Lemme ask you one thing, did this happen at the sides of the map. normally when the unit joins the map, it becomes invisable, and has a timer of 2 seconds.

Priest is imba cos it's so boring else, it has mainly just curing spells. About cura, you mean the active ability or the magic? Cause it's actually heal, you might have turned it on autocast.

And about terrain, chilla is gonna work on it he said, so i'm waiting for that. I don't know if u dled the latest update (with the magic boxes and tips and help at F9.

How far in the game did u get?

Also summoner and necro have secrets summons, and are pretty fun to play if I say so myself.
 
Level 4
Joined
Dec 10, 2008
Messages
85
The bug ocurred in the swamp.
The Cura is the spell, well the normal ability for a priest.
And the swamp was the farthest place I get.
I'll try the new version.

Could you please set the time of the cinematics when you fight the bosses of the trial to the option of "Set to X seconds" I have a problem with the sound, so the cinematics never end.

Edit:
There's a problem with the boxes, can`t drop items, so they can't give you the items.
 
Last edited:
Level 9
Joined
May 22, 2009
Messages
276
The bug ocurred in the swamp.
The Cura is the spell, well the normal ability for a priest.
And the swamp was the farthest place I get.
I'll try the new version.

Could you please set the time of the cinematics when you fight the bosses of the trial to the option of "Set to X seconds" I have a problem with the sound, so the cinematics never end.

Edit:
There's a problem with the boxes, can`t drop items, so they can't give you the items.

huh that's weird, guess I'll check it out, but I don't know how come u can pick em up but not drop them.
 
Level 1
Joined
Dec 7, 2008
Messages
823
{I will be updating this post till someone else posts here}

This is an interesting game you have made. The drawing ability is nice. I like that. And placing magic in the slots is like equipping different weapons. I like that.:thumbs_up:

I played a little & found some little bugs & have some suggestions for improvement of the map. I hope they help you to improve the map.

I could walk through the town fountain. You forgot a path blocker there.

You misspelled helpful on the loading screen & strength in the ability menu. They are written helpfull & strenght.

the quest menu contains a heading "Tips & help". I think there is some sentences missing in it. It starts from "Go to inventory is the ability...". after that paragraph there is #5(what is the best magic) & #6(Tips on surviving the game). I was thinking where did #1 to #4 go? I think they are missing due to some bug.

The quest description does not update. Like in the first quest I have to find the higher mage. when I did that there is a quest of defeating the wolf mother. shouldn't the description change a little? It will look nice.

The forest is kind of odd. there are trees, stones & wolves. You forgot birds & bunnies & other things like little grass. The terrain & environment will be a little more nice if you place these in the game.

I would like to suggest some improvements in the town. This is about the houses. Some of the houses don't have their door to the open space. I mean that it looks as if the people inside them can't come out. I know this sounds a little silly that we are thinking about such things but wouldn't you agree that it would be better the way I am suggesting? another improvement is about a few houses being in mid-air:eekani:. That looks odd.

I just thought of another improvement. Wouldn't it be nice if the draw spell also gives experience points? We are in a magic world so wouldn't drawing magic also a magic-like thing. That's like practicing magic. So that can also give exp points. What do you think?

The name of the items should be in the top-right inventory screen. Otherwise it becomes difficult to see what is present there.

The spells aren't quite nice as the effect of the spells come first & the animation come afterward. the animations should come firstly & the effect of the spells should come after them.

Why is my name unknown? [I haven't completed the first quest yet.]

The animation of picking up the potion is nice. It looks like it vanishes. Nice choice.:xxd:

EDIT:
I couldn't save the game. When I load the map there is a fatal error and the game ends saying the save file is corrupted. i can't play it further now. i had saved near the wolf mother or whether its name was.
 
Last edited:
Level 9
Joined
May 22, 2009
Messages
276
{I will be updating this post till someone else posts here}

This is an interesting game you have made. The drawing ability is nice. I like that. And placing magic in the slots is like equipping different weapons. I like that.:thumbs_up:

I played a little & found some little bugs & have some suggestions for improvement of the map. I hope they help you to improve the map.

I could walk through the town fountain. You forgot a path blocker there.

You misspelled helpful on the loading screen & strength in the ability menu. They are written helpfull & strenght.

the quest menu contains a heading "Tips & help". I think there is some sentences missing in it. It starts from "Go to inventory is the ability...". after that paragraph there is #5(what is the best magic) & #6(Tips on surviving the game). I was thinking where did #1 to #4 go? I think they are missing due to some bug.

The quest description does not update. Like in the first quest I have to find the higher mage. when I did that there is a quest of defeating the wolf mother. shouldn't the description change a little? It will look nice.

The forest is kind of odd. there are trees, stones & wolves. You forgot birds & bunnies & other things like little grass. The terrain & environment will be a little more nice if you place these in the game.

I would like to suggest some improvements in the town. This is about the houses. Some of the houses don't have their door to the open space. I mean that it looks as if the people inside them can't come out. I know this sounds a little silly that we are thinking about such things but wouldn't you agree that it would be better the way I am suggesting? another improvement is about a few houses being in mid-air:eekani:. That looks odd.

I just thought of another improvement. Wouldn't it be nice if the draw spell also gives experience points? We are in a magic world so wouldn't drawing magic also a magic-like thing. That's like practicing magic. So that can also give exp points. What do you think?

The name of the items should be in the top-right inventory screen. Otherwise it becomes difficult to see what is present there.

The spells aren't quite nice as the effect of the spells come first & the animation come afterward. the animations should come firstly & the effect of the spells should come after them.

Why is my name unknown? [I haven't completed the first quest yet.]

The animation of picking up the potion is nice. It looks like it vanishes. Nice choice.:xxd:

EDIT:
I couldn't save the game. When I load the map there is a fatal error and the game ends saying the save file is corrupted. i can't play it further now. i had saved near the wolf mother or whether its name was.


Thx zelda, you've really made a long bugreport, I gonna have to write all of that down.

Yea I've known about the fountain, never found it important enough to bother about it, but I guess I'll change it next update.

Yes the tips and help should be longer, I don't know how it's not all there....

The quest description should be updated with quest requirements, are you sure they're not added to the quests?

I have someone working on terrain as we speak, so expect some improvement ^^

I'm not gonna let draw give you bonus exp tho, the idea is nice, but you already get more then enough exp from creeps, and you can draw every 10 seconds.

I've choosen that name for your hero because in the dialogues you take your profile's name, and you can't change your heroes name to that. I could also write 'You're name' but people would find that equally weird.

That potion effect is actually just the death animation of the potion, like with tomes when u pick them up.

I don't know why the save didn't work, other people have saved without problems, maybe you could explain where you was when you saved.

Thx for the good feedback ^^
 
Level 1
Joined
Dec 7, 2008
Messages
823
Thx zelda, you've really made a long bugreport, I gonna have to write all of that down.
Hey i want this better. It is trade. I report bugs & you fix them. what do you say? :xxd:

Yes the tips and help should be longer, I don't know how it's not all there....
I think there is some kind of limit on how much words can be in one quest heading. How about separating them in 4-5 headings? Just might work.

The quest description should be updated with quest requirements, are you sure they're not added to the quests?
I just had the first main quest about killing the wolf. Maybe you forgot to add the update for the first one because it was the same (or maybe you made some very small difference?)

I have someone working on terrain as we speak, so expect some improvement ^^
That's nice because reviewers will start complaining when they get to this.

I'm not gonna let draw give you bonus exp tho, the idea is nice, but you already get more then enough exp from creeps, and you can draw every 10 seconds.
How about exp. points only when I get 9 draws?

I don't know why the save didn't work, other people have saved without problems, maybe you could explain where you was when you saved.
I was near the first boss. I think I will try again tomorrow to see if it works anywhere else (its night here).
 
Level 1
Joined
Dec 7, 2008
Messages
823
Don't u mean 'see' mnib :p, come give me some good rating, people tend to not try it cause it only has a 3.33 rating <.<
You can try to advertise this thread in your signature.

I tried again to save the map. I saved at the beginning of the map. It again crashed when I loaded it.
 
Level 9
Joined
May 22, 2009
Messages
276
You can try to advertise this thread in your signature.

I tried again to save the map. I saved at the beginning of the map. It again crashed when I loaded it.

hmmm very weird, I don't really know how that's possible tho, if only there was someone who knew more of how these errors occur. Well the map is finishable in 2 hours, I know someone who played it 11 hours, but he did all the quests, also the ones he didn't even have to do at all.
 
Level 2
Joined
Aug 4, 2008
Messages
24
i dont know if its already mentioned i dont have time to check posts now maybe later but will u be doing it for multi player or not?
 
Level 2
Joined
Aug 4, 2008
Messages
24
lol i love this game and i got no life (not for real.....) but i love this map im already rewriting triggers i rewrote the casting triggers and the robe one im doing around 1 trigger per day and it will take about 10 days to finish it but im not really good at triggering so im just changing the caster variable into a variable with 9 in it (max 9 players) but its only for me and my bro we love this game lol im not really going to publish it like this unless i get autorization for now its only private games and im sure if a new v is out i have to rewrite most of the triggers again :cry: but i love this map lol (magic addicted :spell_breaker:) casters are only classes i like to play and this is insanly well done lol i give :thumbs_up:


EDITED: k i have found a way to make this quicker, i can modifie the first variables u put and make it into text form then put it in a texting program and use auto correct to replace the single variables into multiplayer ones still dont know if triggers will work correctly but using this trick doesnt change how it originaly was
 
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Level 9
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May 22, 2009
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276
lol i love this game and i got no life (not for real.....) but i love this map im already rewriting triggers i rewrote the casting triggers and the robe one im doing around 1 trigger per day and it will take about 10 days to finish it but im not really good at triggering so im just changing the caster variable into a variable with 9 in it (max 9 players) but its only for me and my bro we love this game lol im not really going to publish it like this unless i get autorization for now its only private games and im sure if a new v is out i have to rewrite most of the triggers again :cry: but i love this map lol (magic addicted :spell_breaker:) casters are only classes i like to play and this is insanly well done lol i give :thumbs_up:


EDITED: k i have found a way to make this quicker, i can modifie the first variables u put and make it into text form then put it in a texting program and use auto correct to replace the single variables into multiplayer ones still dont know if triggers will work correctly but using this trick doesnt change how it originaly was

lol, k, if you can't make it multiplayer, let me know and send me it, we could release it as a co-op creation. Even tho there's a lot of quests triggers that have to be changed, I'm not even sure if you can turn on cinimatic mode for only one player, even tho that can be changed.

Also, if you like to map so much, you should give me some good rating, really could use it :p
 
Level 4
Joined
Dec 10, 2008
Messages
85
I highly suggest to erase all the triggers if you want to make it multiplayer.
I checked the triggers and it's a complete mess, it could be much more simplier.
 
Level 2
Joined
Aug 4, 2008
Messages
24
Yeeshadow im horrid at map making i couldnt rewrite his triggers from scratch and i am having difficulties to put the spell to be the players spells because they are in a diffrent trigger but i could make it so each seperate spell triggers be included in spell cast so i can make it multiplayer and (once again i suck at triggering i just know the basics and enough to mod this to multi) i dont know if my form will be bug free so if other ppl can do it i greatly apreciate it but ill still be working till a multi version is released b4 i finish

EDIT: this is just for u guys to laugh and to show how useless i am lol when i used microsoft word to replace (using notepad cuz it takes less time to start it up and quicker) i for got 1 ] and i got 7k errors lol just noticed it today (was doing this trick for 3 days now lol) and i really feel stupid :( once again saying this just for ur amusements


BTW if i a variable in a trigger is set to always change does it mean it will change for every single person who will use variable even if its same time? plz answer quick i got time to work on triggers right now

and just for the info of everyone my triggers will be near impossible to edit because they will be in text format i know how to modifie text format (cuz im using it now and i understand by comparing non text with text) but i only know the things i compare and cuz i dont have a normal version of my text format and it cant be converted back (to my knowledge) u will have to release new versions from single player and i will always have to remod it :(
 
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Level 4
Joined
Dec 10, 2008
Messages
85
BTW if i a variable in a trigger is set to always change does it mean it will change for every single person who will use variable even if its same time? plz answer quick i got time to work on triggers right now

Yes, it will change for every person unless you set it to local variable.
 
Level 9
Joined
May 22, 2009
Messages
276
Yes, it will change for every person unless you set it to local variable.

local variable? What's that?

If I'd use variables for players, I just give em arrays 1-12 (if there are 12) and then set variable= VAR(Number of Player)

Well it would more be like

Set INT=Number of (triggering)player (or owner of units, or whatever)
Set Var(INT)=Value (if this value also has something to do with the specific player also use INT)
 
Level 2
Joined
Aug 4, 2008
Messages
24
ty :gg: that makes my job much easyer knowing that it will change for every single person but what i dont get is taht if he did it like that from the begining for all triggers it would of been sorta multiplayer too lol
the way i did the triggers is Caster(player number of owner of casting unit) so each player will always get a diff caster and i think reduces confusion and errors for triggers
 
Level 9
Joined
May 22, 2009
Messages
276
ty :gg: that makes my job much easyer knowing that it will change for every single person but what i dont get is taht if he did it like that from the begining for all triggers it would of been sorta multiplayer too lol
the way i did the triggers is Caster(player number of owner of casting unit) so each player will always get a diff caster and i think reduces confusion and errors for triggers


yes that's what I meant with my explenation, the use or arrays(the number after a variable) is best used for changing to multiplayer, but I think u'll have much more troubles with quests, and story events (like there's a part in the story where trees dissapear, in the first forest even, so you'd prolly make a region where u need to be of a certain level, or rather have a 'bolean(Player number)=true' condition. I remember you have to have became sage for that.
 
Level 2
Joined
Aug 4, 2008
Messages
24
lol im just modding it to be multiplayer lol isnt that suposed to be ur job if i succeed in making it muliplayer XD but i think that this game is mostly a game suposed to be played in private games with friends and i dont think adding save and load is a great idea for a game like this and anyways too much work :hohum: so i wont put save and load and not forcing u to put if when (i mean if) i complete it
 
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