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  • It's not necessary to implement every single mechanic from Diablo II, like the button to click. The way I see it, once a hero levels up, you could just create a dummy unit with a special effect that wont go away until the hero levels up :p.
    Yeah I'd say trigger all the abilities since even your attack command is triggered.
    About the spellbooks, I'd say just keep normal unit abilities with levels and trigger the levelup manually, not via the Hero Abilities button. For example, keep a seperate spellbook that would mimic Hero Abilities, have a few abilities inside with icons representing your wanted abilities, and when they are leveled, trigger an action that levels up your actual spell.
    The mercenary cost depends on the current equipment and level. I remember ressurecting my rogue companion in act I for like 90 gold.

    The evasion doesn't depend on anything other than defense. Tbh the defense in Diablo II hardly makes sense, it should add damage reduction rather than stacking evasion. Although there are heaps of items that grant physical/magical damage reduction, along with the percentage variation.

    Well that kinda sucks. The only abilities for Amazon that works with any weapon are Passive and Magic skills, but they are generally used to gain better mobility and hardly factor to the fun in the game.
    You could put several different skiltrees in different spellbooks and give the user absolute freedom of picking any spell, that's what Diablo II does. When the user has the wrong weapon equiped and tries to cast a spell that requires a different weapon, simply do nothing or return a SimError that says "I can't use that". Actually a more fun implementation would be a sound that says that, taken from Diablo II itself, that would definitely factor in the general Diablo II feel.
    Since I've been talking about skilltrees and spellbooks, I suggest you have 4 different ones. Namely: Passive and Magic skills that work with any weapon, Javelin skills that work with javelins, Spear skills that work with spears and Bow skills that work with bows. Now to get to their key abilities, what makes their skilltrees unique:
    • Passive and Magic skills should have Critical Strike and some sort of Dodge implementation. Not sure how would dodge interract with evasion, but I guess there could be plenty of workarounds. Later in the game it should have Valkyrie (a permanent companion that mainly acts as a tank). I don't know if you would get to that point of using a Valkyrie since it's level 30 and that level is reached at the end of Act V. Or you could just make it available at a lower level.
    • Javelin skills should have Plague Javelin and Lightning Fury. Plague javelin throws a javelin towards the targeted angle, travels X range and leaves poison clouds in the trail. Lightning Fury throws a javelin, which splits into many pieces upon impact, depending on how many enemies there are around. Of course there can be variations that would lead up to these abilities because both of them are achieved on a high level.
    • Spear skills should have Jab at first (triple attack as I said in my previous VM) then lightning strike attacks that upon impact would create a lightning effect - 1. Would release lightning bolts into the opposite angle of (Angle between caster and target) and 2. Would release a chain lightning upon impact. There can be Fend later on, that attacks all adjacent enemies, but I hardly use that because it's pretty boring :p.
    • Bow skills would branch off into 3 paths - Physical, Fire and Ice damage. Phsyical arrows would either be multiple just as they are released or just grant some bonus physical damage. Fire arrows would explode (later in the game they would set the ground where it was impacted on fire). Ice arrows would just freeze the enemy (later in the game it would have an AoE effect).

    When I got to write about the spells I came across different variations of basically the same spell concept, for example the Fire Arrow type skills. There are three Fire Arrow skills in Diablo II - Fire Arrow/Explosive Arrow/Immolation Arrow. Fire Arrow would just do bonus fire damage, explosive arrow would do the same, just AoE, and Immolation Arrow, would do the same as explosive arrow and in addition to it, would set the ground on fire. I've been thinking about an interesting spell concept known as "Tier bonuses" which was implemented in Torchlight II. Basically what it would give, is a bonus to the ability every X levels. It can be easily done with all skills, whether it would grant bonus damage, new mechanics or just better manacost/cooldown.

    Also, some spells of Diablo II are already made in hive, I don't actually know which, but BPower is a big fan of it and he made some spells, you could take examples :p.

    Cheers!

    EDIT: There's a typo in your sig, it should say "Map description templates" XD
    Well the cold and fire arrows are just the first abilities of the Amazon from Bows and Crossbows skilltree. There are passive skills like critical strike, active no-target skills that reduce nearby enemies armor for a short duration, there is a javelin and spear skilltree which at first has jab which allows you to hit a target three times at fast speed.

    As far as the leveling goes, implement other amazon skills that are more sophisticated, like multiple-shot, plague javelin, lightning fury, immolation arrow, freezing arrow etc., if you want to know the exact skill progression, let me know.

    About the angle, it is too close to the ground, if you look at diablo II, it's basically a 2D game with a top view.

    Apart from the companion system, I don't think you're missing anything relatively important. I don't know if you want to implement that, but what defense does is just increase your dodge chance, not armor. Capping at 95% evasion.

    No problem, it's a pleasure! :p
    You already did a great job on this, I should mention:D
    Oh I didn't realise the attack button worked that way, though in Diablo II it walked to the target when you rightclicked. :p
    Also, the camera angle should be a tad higher, it's way too high.

    Ah alright then. If you're making a variation, then it's fine. About portals, I don't see any reason as to why you shouldn't mimic the portal in Diablo II. I believe BPower has made a town portal exactly like that.
    About the balance, I don't know how it will go, since the first difficulty of DII is not hard at all. You should implement the companion from the very start and it should also have unique behaviour.
    I'm going to be nitpicky.

    1. The amazon should start with a javelin and a shield, starting bare handed is not really acceptable since when I went out, I needed 3 hits to kill Fallen, when I should be needing 1.

    2. The attack command is sorta awkward, why can't you use the normal rightclicking method?

    3. Why is that the Gheed's gambling system. Is that just a temporary substitute?

    It does bring a Diablo II feel with the music, though it lacks more mechanic details, like strength/dexterity/intelligence/vitality. I hope you know that making a really good copy of Diablo II is EXTREMELY difficult if you want to get a person to play it. Maybe with the new upcoming patches there will be updates that will let you do more complex things ;)
    Ooof I'm not sure if that's possible ._. if such a system existed, I can imagine it to be extremely taxing on performance. What were you looking to do with it?
    A right-click as in ordering a unit to do something? I believe the order string for that is "smart", so you can just check when a unit is issued that specific order.
    But I do not see where they assigned that. Does it automatically apply to whole map area or just certain rect?
    Oh and that ,,Wait until (InCinematic Equal to False), checking every 1.00 seconds" this is that rain and lightning starts just after intro cinematic is finished, after Naga attached runner, and maeiev with her team came to defend her. Then, cinematic finishes and lightning starts
    fourth campaign of night elf. Play it first to see where flashes around, you cna open it perhaps in War3x, Maps, Campaign, NightElfx04.w3x something like that I can't check now
    The only way I see it being possible is if you divide the cave into tons of rects. Anytime the player walks over the region, you can set Rect[5] = True or something. When they re-enter the cave, find all the Rects[] that is equal to true and show visibility over that :p
    The screenshots definitely helped me visualize it more :) it seems though you got a few suggestions already.
    Hey, you should check that mission in frozen throne where Maiev sends runner, and they need to escape Naga. In that mission, after cinematic is done, when missions starts, weather changes, rains starts heavy rain with occasionally flashes. You should check that to see how is this done
    But you already write tutorial for it.
    What do you need me to check? That monsoon without lightning, just flash to be left?
    Yeah it's great! It will add a nice spicee to playable terrains.

    Soo what have you been up to?
    Hmm, I did not think about it, but I would try to edit model of that lightning, trying to disable bolts, leaving only flashes if possible
    Those are some neat effects, great trick! I'm just not sure how the mods will feel about the BB codes :) you know how picky they are when it comes to tutorials.
    Sorry I almost forgot of these...
    Fallen BM
    Fallen BM portrait
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    As I always say first test on blank map or make backups before using...
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    Walkability checks whether the target point of a move order is walkable. I found a work-a-round with a movement checker. I posted it here. I took some guff from the more advanced coding members but I stand by my work. :)
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    Got it! and that's quite simple to understand, don't get sense behind those long complicated once that people suggest.. :/


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    I got the walk/run system working really well with matching footsteps for each speed. I got the melee attack system working nicely too, with an attack based on stomp that fires on hotkey A, clicking the ability icon and 'smart' (left-clicking) an enemy in range. I will now be able to set item ranges and damaged for each melee weapon. I am currently working on the ranged attack which is a little trickier. I want it to do the same thing but from a distance. Next I will make a stamina bar. I will reload the newest version of the map now if you want to see it. I am almost ready for the Den of Evil .... :eek:
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    Great to hear that :thumbs_up:
    R
    I'm concerned on my friend's resources of course :p
    Clash not Crash





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    I am working on a walkability checker and I want to create a run system with a stamina bar. ...so many things...
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    What's an walkability checker?
    Can we use lumber slot for stamina?
    Something Like Demon Well?
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    It's been sometime since I last played, that too demo, never played the game...
    Adding a Cam would work fine.
    If you don't get where to fix, give me the model and I'll do it!
    Ok completed portraits...

    If there's any error, problem or suggestion let me know...

    And for bag,
    this, this, or this or any other?
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    Edit:
    Set Path to:
    Just remove 'War3import' thing
    (Note: To be on safer side just test portraits in blank map or make backup)
    Sellenisko is an animator.. but these days he's like not even that, just way too busy, it seems

    and texturers are not so easy to find as you think.. they often have a lot of attitude, which, no offense, is one of your traits too :p good or bad one, that is up to you :p
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    I think the end boss will be this - http://www.hiveworkshop.com/forums/m...Dlist%26r%3D20
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    Great Choice! dickxunder made few great models and this is one of my favorites :thumbs_up:


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    I am thinking more about how to store the items once they are acquired. They could go straight to the stash, I guess that is the most accurate way, but then once in the stash, where do I equip them? Also, should the normal inventory be saved for things like, bolts scrolls and potions? They need to be actively used.
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    Its quit difficult to do that, means already equiped items need that space, so that attachments work properly:/

    Diablo has too many item slots.. :sad:
    Maybe we can use more such stashes.. :confused:
    Or an Stack System...
    We can also use http://www.hiveworkshop.com/forums/spells-569/bag-system-advanced-item-handling-system-133050/ or http://www.hiveworkshop.com/forums/spells-569/inventory-extension-176817/


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    Maybe, I need an icon for "wear" or "equip." Soundthing that looks like an empty spot for accessories to go. I picture like in Diablo a stone wall with a cut-out of the rogues figure. This indicates the place to put the items. Is that something you can do? I looked at some images, but nothing fit. Look at the inventory screen for DII. But then the big boxes don't look good. It would need to be more of a human/rogue figure.
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    [IMG]
    I just went ahead and made it.
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    Looks Great!!


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    Hey, thanks for talking with me. It really helps to have someone to bounce ideas off of. Also, it was a lot of fun making Neith.
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    What's there to thank in it? :confused:
    I had fun too.. :wink:


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    I will try to make portraits now.
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    Best of luck with that :thumbs_up:
    I gave it away to sellenisko, i didn't really find anyone good to do the texture
    You can however submit it to the Skins section.

    It would just need better defined shadows and highlights using brushes.
    R
    Oh my god, Months & Years has passed, No one has approved your poor down syndrome'd Invoker! Did you even put some drugs on Invoky?
    hey dude, i think this invoker skin has been pending a lill too long, would you be fine with me giving it a 3 out of 5?

    I'm not sure why it got dragged out for this long
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