Moderator
M
Moderator
10:46, 15th Sep 2011
Vengeancekael:
Status: Approved
Vengeancekael:
Status: Approved
(4 ratings)
Diablo Builder Introduction Diablo Builder (DB) is the closest to Diablo1 you have ever seen in a WarCraft 3 map. It contains 90% of the items, enemies and spells of the original game and lots more. Unfortunately it was much more work than I expected, and I lost motivation and didn't finish everything. Here is a list of what is missing, compared to Diablo1/Hellfire: Bosses (and Diablo himself) Monster specific AI Difficulty Levels Quests An authentic tristram Durability of Items Catacombs, Cave and Hell level-style Decoratives Wirret and some other NPCs Some monster abilities and models (e.g. goat men swinging attack, goat men archers) Direct stairs to lvl 5,9,13 Walls with bars, doors Traps that reduce the quality of potions Oils If you feel like working on any of this to improve the map just PM me. Characters There are 3 character classes in DB: The Warrior, rogue and sorceror. Each must be played differently, and each has it's strengths and weaknesses. In DB you can save your characters with all their items, spells and other stats. The save-code can get pretty ugly if you carry many items, so try to save only what you really need (potions etc. won't be saved by default). In single player you can use the game cache to save and just use your hero's name to load. Fighting This is the command card. But you don't really have to use it. Basically, you right click enemies to attack (1 click = 1 strike) and press D to hold position. Then you can attack by clicking anywhere. Additionally there are the hotkeys Q to T (in one line) for spells. You are allowed to put any of your spells (about 25) on any hotkey except T, which is used for staff charges. There are many monsters waiting for you in the dark, and you will need skill and swiftness to defeat them. Items & Inventory Here you see the inventory system, which is very comfortable to use. You just hover the mouse over an item to display it's stats in the multiboard. You click it to 'grab' and then put it somewhere (or sell it/use it) with another click on the respective icon. You can also put items in your belt and use them directly in battle by right clicking them or pressing numbers from 1 to 0: But what items are there? Items can have one of 3 classifications: Basic, magic and unique. I created all normal item types there are in Diablo1/Hellfire and they can have ALL suffixes and prefixes (except durability modifiers), which creates a giant number of possible magic items for you to find. However I took the freedom to create new uniques myself, like this one for example: There is a total of 69 basic items, 163 suffixes or prefixes and 93 uniques. Note This map is fully playable. There is an issue with the belt icons sometimes (after you die they somehow don't get refreshed, just open the inventory to fix it), but that's it as far as I know. However due to the lacking of bosses and quests it is not as good as I had in mind. So if anyone wants to help improve it feel free to PM me! (The map is made in GUI 95%) Type -edit to build and -play to return to your hero. (This is also explained in the tooltips of the items your hero has) More Screenshots |
i used the help buttons and and it talks about some ccons (wtf that ever could be) in the top left corner witch isnt there!?!
This is really actually quite nice; anyway i can take a look at the triggers you used to set the belt buttons sorta?
Looks fine, but you should fix green icons if deactivated/in pause mode by changing the path of the imported icons (black button e.g.) into custom path: ReplaceableTextures\CommandButtonsDisabled\iconname.blp
i didnt readed evry word of your message, but, if you want to ask somthing that doesnt involve reviews, the map gameplay, the map it self and any other, plz use visitor messages or via pm.http://www.hiveworkshop.com/forums/...rpg-hack-n-slash-dnd-style-recruiting-203518/
I'm workin on a map with an inventory similar to d2's structure. Was wondering if you could help explain a bit of how you coded some of the things in this. Cause if so then I can try to replicate it in anarchon's inventory(already sorta working on sockets; magic prefixes/suffixes, merchants, etc) and some other scripts. I'm asking mainly because it's very hard to understand your triggers cause of the massive amounts of variables; and i think you'd have an interest in my project anyway. It's like this somewhat but with closer resemblance to Diablo 2 or Diablo 3 rather than Diablo and has some interesting other features that should be great like being fully in vJASS and save-able in MULTIplayer with FULL saves that will even auto-load! Heck your definitely free to join my project if you want as well.
Whats working with the inventory so far?
Sets; charms; sell; arrows/throwing weapons; and i think i'm close on figuring how to make an merchant system
You can also contact me via skype: Switch33
Yeah i finished dungeon... i gone in hall and it says, Next dungeon isn't ready yet :O
how you can you know if binding was sucessful or failed ?
What is the inventory system you used if i may asked or how did you set it up because im trying to do one where its a chest leg boot arms and helm char equipment and i would greatly appreciate it, very well done map 5/5
I suggest you make a new thread in the help zone if you still have questions, you can send me a link to it as PM I might have a look at it.
But before have a look at this tutorial about trackables.