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Diablo III Warcraft Beta v1.19b



This map has been based on the Diablo III Gameplay Video. You may even recognise a few of the in-game events if you've seen it! Please remember that this is a beta version, and may still contain bugs. Anyone can host this online, just let me know if you find any major flaws in the game :)



class_barb.png
class_wd.png
class_wiz.png
class_monk.png



New Classes will be available as Blizzard reveal them :)








Any comments and criticism you guys have is most welcome :)



New Features for this version:

Version 1.19b
- Fixed Major Siegebreaker bug
- Boss ultimates no longer damage themselves
- Fixed minor pathing bug
- Tooltip updates
- A few terrain updates

Version 1.19
- New Class: Monk
- Refined Auto-balancing systems
- A few new items
- Major reterraining
- New hi-res skins by Cycloverid
- New models for various units
- Various Bug Fixes


New Features for this version:

- Several New models and skins
- New Interface
- New Icons
- Several new items
- Full Screen Inventory System
- Auto-balance system (player number dependant)
- Major Terraining updates
- Improved triggering in several areas
- Archivist Cinematic added (Random occurence)
- A few new spells for each class
- Removed Tyrael to make room for extra custom imports.
- New boss abilities
- Custom sounds and music
- Players are now team coloured
- Healing globes heal percentage instead of set amount.
- New events throughout the map
- Now possible to walk back through the entire map
- Several bug fixes from v1.17
- Lots of other small tweaks that ive forgotten about :)




New Features for this version:

- Fixed Camera (By Na_Dann_Ma_GoGo)
- New Hero Picker
- Additional Items
- New Barbarian Fury System
- All items are now class specific
- Increased Caster item drop rates
- Fixed Pathing in several areas



New Features for this version:

- Fixed Hotkeys
- New Terraining for dungeon area
- New SFX and animations for various spells
- Buffed up the bosses some more
- Cleave now lasts 12 seconds instead of 10
- Zombies that spawn after seigebreaker are now removed when tyrael starts (lag reduction)
- Changed light filter to make the game slightly brighter
- Defeat Message now works



New Features for this version:

- New Revive system
- Revives now displayed as lumber, to free 6th slot
- Players can now trade their lives via F11
- resurrected heroes become invulnerable for a few seconds
- Players can resurrect after death if someone trades them a life.

- Revamped Dispatch
- Damage now varies depending on mogrol level
- No longer damages allies
- Can no longer target enemy creeps

- Re-terrained one of the dungeon rooms
- Thousand Pounder has been Redone.
- Fixed Barbarian Walk Speed
- Added new items
- Buffed up the bosses some more



New Features for this version:

- Repick option added
- Revamped the Skeleton King boss
- New Items
- Minor Terrain Updates
- Changed a few unit models
- fixed health drops for various enemies
- Altered item drop rates slightly
- "Dispatch" ability added to Witch Doctor
- Class descriptions in quest menu
- Reduced fog thickness slightly


New Features for this version:

- Fixed bug where skeleton kings summons belong to the wrong player
- Added Gnarled Walkers before SiegeBreaker
- Reterrained final boss arena to look more like the trailer
- Rebalanced several units
- Ghouls during the "murloc" mini boss are now stronger
- Reward for saving Deckard Cain
- A portal is opened after the skeleton king, instead of auto teleport
- 1 new item
- more ghosts in chest trap
- Agility no longer gives increased attack rate
- Cleave ability is now casted instead of permanent
- Buffed up several items
- Fixed a few description typo's
- changed SFX on the portals after killing the siegebreaker


New Features for this version:

- Boney Chest Piece DISBTN Fixed
- New Terrain
- Changed fog colour to better suit the gameplay videos
- Rebalancing of several creeps
- New Model for Thousand Pounder
- Thousand Pounder now casts rage on itself at 4000hp (Faster Attack Rate)
- New Enemy Unit "The Unburied" as seen on the official site
- Skeleton King Inferno has larger area of effect
- Fixed Stamina description
- Lvl 4 Mongrol bug fixed
- Seismic Slam now has some extra sfx


New Features for this version:

- 14 New Items to increase diversity in characters
- All item drops 100% randomised! Different items every time you play :)
- Skeleton king animations fixed (He no longer freezes when casting inferno)
- Skeleton King now drops a reward item
- Extra levels for Witch Doctor spells
- Yet more description typo fixes
- Fixed bug where units fall off of bridges
- Added some new knockback spells to the siegebreaker
- Reduced collision size further to prevent players from blocking eachother
- Now compatible with the standard world editor! Thanks Bartimaeus! :)


New Features for this version:

- Fixed major inventory bug (allowed players to move items into slots that cant hold them)
- Skeleton Kings Inferno spell now deals damage per flame, rather than all at the end
- Fixed the alpha channels on the Wizard skin
- More description fixes (Where do these keep coming from?? o_O)
- Rebalanced a few creeps
- Added some extra damage to bosses

New Features for this version:

- New inventory system [made by myself :D]
- New animation for Seismic slam
- buffed up mogrols
- increased stats of various creeps / bosses
- new SFX on soul harvest
- Fixed hotkeys for newer skills
- Updated a few descriptions
- Tidied up my trigger layout (No more "copy copy copy")

New Features for this version:

- Brand New User Interface
- Fixed gold cost on items
- stat changes for various units
- News command icons

New Features for this version:

- Removed newer unused imports to reduce file size
- Heroes no longer fall off of bridges
- Added some new SFX to various spells
- Updated spell descriptions
- Another new caster item in game
- New preview pic
- updated models
- Fixed pathing for various areas
- Rebalanced several units

New Features for this version:

- Removed Warrior Class. Lets face it, he wasnt really all that good :)
- Added some new caster items
- Minor Terrain Updates
- Fixed stacking bug
- Fixed Thunder Hammer Bug
- Removed in-game minimap (it kinda made it awkward to play)
- Creeps spawn after finishing the chest-trap
- Skeleton and "murloc" style Boss' made harder
- Added a movie trailer to the website!
- New model for zombie casters
- Reduced collision size slightly

New Features for this version:

- New Item Description Format
- Charged items now stack
- Rage system for Barbarian
- 3 New Items
- New Loading Screen
- New Preview Picture
- Minimap Image
- Various unit stat changes
- "Magic Missiles" ability for the Wizard
- Removed a few unused imports

New Features for this version:

- Descriptions have been redone
- Now with auto player dependant difficulty levels
- Altered drop rate of orbs
- Brand new event (Not in the trailer, but it bulks out the gameplay some more)
- VoidWalker miniboss has more dmg
- New Items
- Fixed some typos
- Rebalancing for various creeps
- Lighting effects to help add some colour to the environment
- No longer protected! I'm gonna make it 100% open source as it should be :)

New Features for this version:

- Updated Terrain (More custom doodads, and a much nicer atmosphere!)
- More variety of creeps
- Knockback system for various spells!
- Removed a few custom models to reduce file size
- Replaced the Cave Dragon mini boss with a new one. Lets face it, he looked pants :p
- Health and mana globe drops are now random
- Pulse ability added to the Wizards Time Shield
- Added some in game conversation (e.g. when you meet cain)
- Replaced the "Puppeteer" boss with the Skeleton featured in the wizard trailer
- Typo fixes
- Added some extra events featured in the videos.

New Features for this version:

- Blood no longer cause SFX Leaks
- Randomized Zombie Scaling
- The clock SFX with tyrael actuall dissapears now :D
- Only melee damage cause enemies to bleed
- Terrain Updates! Outside terrain looks more like the official trailer
- Wizard now has the "Time Shield" ability
- Fire Bombs explode on impact
- New SFX on various abilities
- The beginings of some trigger spells
- Deckard Cain now featured in game as an allied NPC
- Now featuring mana globes as well as health!
- New Preview Pic
- Now Protected (PM me if you wish to make a mod)

New Features for this version:

- More blood from damaging your enemies!
- Health Globes are now red instead of orange :)
- New Secret Area
- Witch Doctor has a new ability
- Minor Bug Fixes
- Tyrael as a boss
- Minor Terrain Improvements




References:

Models:

- Xezko
- levigeorge1617
- Archian
- expresso
- Afronight_76
- Vestras
- General Frank
- Cavman
- Midnighters
- FrIkY
- Misha

Skins:

- Mr.Goblin
- Cycloverid

Icons:

- CRAZYRUSSIAN
- Skrik
- Mr. Frank (Spire Inc.)

Other Systems:

- Paladon

logo.png

THIS MAP IS PROTECTED Due to the sheer amount of file-space necessary for all our map, we have optimised it to make the overall file-size as small as possible. This unfortunately makes the map unable to load in the editor. However, you can download a larger unprotected version here

Keywords:
Diablo, Diablo 3, Diablo III, RPG, Role Playing Game, D3W, D3
Contents

Diablo III Warcraft Beta v1.19b (Map)

Reviews
Vengeancekael Date: 2012/Sep/14 21:47:18 [Please do not send me a message, use Staff Contact] Comment: [Approved] This map's rating has been raised to 4/5 from 3/5 due to the addition of the amazing inventory system. The map's main factor would...
Level 1
Joined
Dec 28, 2008
Messages
1
Found a minor mistake, Ancient Missles which is one of the Wizards spells has a incorrect: Extended Level 3 Text Tooltip, as it has the same text as the Extended Level 1 Text Tooltip.
 
Level 30
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Sep 30, 2008
Messages
1,460
Found a minor mistake, Ancient Missles which is one of the Wizards spells has a incorrect: Extended Level 3 Text Tooltip, as it has the same text as the Extended Level 1 Text Tooltip.

ty :) Ill add that to the 1.10 fix list :D

I have found 3 bugs in this version and 1 suggestion. The first bug is with the pathing blockers, second when the witch doctor summons hell hounds they can fall off the terrain and into the dark fog, third you have placed an wizard at the end of the map, wtf? the lvl 1 wizard is ranged, and the boss behind the door is waiting, she just attacks him and the boss cant do anything, it would be same for the witch doctor. Suggestion: The ''new inventory'' sucks, i was thinking it would open at the left corner of the screen and you can attach the item you want, and another thing: you can place an item axe at the chest, or at the ring. You should fix those bugs and listen to my suggestions.

The new inventory system is well... new? Its not going to be perfect right away as im making it from scratch :) Ive got LTGH working on a full screen one, but until its finished, I'll be using a basic 6 slot inventory :)



Another Idea I had is to change the "Revives" into lumber :p This would free up the 6th slot for different items :) These enw revives could be picked up through powerup items, and could be shared through some kind of chat command if someones running low :D
 
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Level 18
Joined
Sep 27, 2005
Messages
2,069
Here is my rating and comment after your numerous updates:

1 - 10 points go on originality
1 - 10 points go on object editor work
1 - 10 points go on scripting 1 - 10 points go on terrain
1 - 10 points go on bug free
1 - 10 points go on gameplay*/fun factor
1 - 10 points go on lag
1 - 10 points go on proper submission and crediting
-------------------------------------------------
->That equals 80 points max.
-------------------------------------------------
+ Cinematic
1 - 10 points on camera work
1 - 10 points on dialog
1 - 10 points on music and or voice acting
- Cinematic
Object editor work
* Not in cinematic
-------------------------------------------------
That equals 100 points max.
To get a Hive grade over 1/5 at least 50% of the 80 (Triggered map) or of the 100 (Cinematic map) points is needed. That means at least 40 or 50 points. However if a map gets rated over 1/5 by me, that doesn't mean that I will imidietly vote it to be approved.

Originality: 8 points
Well as I said in my first review, it's Diablo, but you managed to put a special touch into it thus making it great.

Object editor work: 9 points
Working hotkeys, nice colors, good job.

Scripting: 9 points
Scripting isn't what makes this map so special, but it was done fine, without any flaws.

Terrain: 10 points
The terrain is amazing. After I played the map first time I thought it was great, now it is amazing.

Bug Free: 9 points
Runs fine, you managed to fix all the bugs the users posted.

Gameplay/Fun Factor: 10 points
A lot of fun. When the entire community is watching and waiting for Diablo III, you post a map like this, thus enabling us to play Diablo III. This is indeed fun to play, well done, the user interface, items, classes everything is good. The gameplay is constant and not much stopping and boring things are in.

Lag: 9 points
Fine loading time, some lag at the beginning on the map.

Proper submission and crediting: 10 points
What can I say here? I can just say that others should look up to you when it comes to submitting.

In overall: 74 / 80
92%
minimal 50% met.
For the hive grade: 5/5 I suggest this map for: Approval
-------------------------------------------------
In overall it is a almost flawless map. It manages to copy Diablo III in a unreal way. The terrain is perfect, fun gameplay, no bugs make this map an excellent choice for any gamer, or Diablo fan in particular. Good job and keep up the great work.

Good Luck, bounty hunter2
I might not be checking this topic for some time. If you have any questions about the review or you update the map and want me to check it again, feel free to PM me or Visitor message me at any time.
 
Level 30
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Sep 30, 2008
Messages
1,460
Thats a very good point :) I increased the duration from 2 to 3 seconds, and forgot to increase the sfx trigger as well :D ty ^^

As for the "Fury", thats just a description fault :) I'll fix that for 1.10 :D


Finally, about that Diablo Boss, I want to final boss to be realistic :S I cant really see Tyrael summoning Diablo xD sorry, Nice idea though :D
 
Level 6
Joined
Dec 28, 2007
Messages
178
On the one hand, this is one of the best rpg maps. The terrain is as fantastic as we could see the world of diablo3. The gameplay is also brilliant.
On the other hand, i must say i don't like the spells. They should be like in the diablo3 trailer. I was dissapointed while testing the classes, their spells don't give you a good diablo feeling but normal warcraft aos feeling.. :\
that's why 4/5
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
mmm... It was suggested, but Diablo is NOT going to feature in this map :) I dont have room for any more custom models :p

the 500kb i do have left is reserved for the new Hero classes when they are released :)

:razz: Try to leave 100-200 kbs for my inventory please, it takes some space to import all those freaking models (slots).

Puuhh.. If diablo was in this map, it would ruin everything! We wouldent have anything to continue whit later on when we are making the next maps, dont forget that.
 
Level 4
Joined
Dec 27, 2008
Messages
72
The thing is, theres a like drawing thing of a badass Diablo
and its the corrupt angel Tyrael
I have a feeling he will summon Mephisto Diablo n Baal somehow.


oh btw Cloud, you can do should a simple edit to Energy Strike to make it better
1.
make the effect not the sun thingly, but the red lazer model i sent u.

2. make the missle arc 0.00 not 0.20, so its more like distergrate ^_^

or just do 2 if your scared of space
 
Level 30
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Sep 30, 2008
Messages
1,460
:razz: Try to leave 100-200 kbs for my inventory please, it takes some space to import all those freaking models (slots).

Puuhh.. If diablo was in this map, it would ruin everything! We wouldent have anything to continue whit later on when we are making the next maps, dont forget that.
But maybe we could make a badass cinematic whit some of the empty spots on the map? But dont use the spots i use for the inventorys o.o'

dont worry :) If we need extra space, I'll just have to remove a custom model of two i guess :) I think ive still got some unused imports in the map, so theres probably more than 500kb free anyways :D
 
Level 17
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Jun 9, 2007
Messages
2,493
I made up a cinematic base whit tyreal, if it can be used we would have a reason to why we battle him, since i dont think we have one yet.
Here we go:
When you battle tyrael. Tyrael Says: So, you have proven that you can defeat diablos best guards, now its time to see if you stand a chance to me! Prepare to battle heros.
Befor he dies. Tyrael Says: So my heros, i have teached you all well, now its time to battle diablo, the lord of devil, i hope i have teached you well.
Wait a few seconds.
ressurect her heros that have died (if a hero died)
Make tyrael summon a portal. Make the heros enter the portal.
When they are gone, Tyrael says: I hope they survive, this is our last hope.....
Fade out to a Diablo 3 Warcraft Picture.

That is a cinematic idea i made up as i was writhing it. Maybe it can be used, who knows.
 
Level 30
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Sep 30, 2008
Messages
1,460
lol awesome :D

an idea I had was to recreate Tyrael destroying the worldstone, as that was the ending cinematic to Diablo II :D He has a nice throw animation, and I even have the model for his spinning sword lol :)

Although, we dont really need a reason to fight Tyrael, as hes a secret boss thats just for fun :)

But I'll decide this stuff later on :) For now im just gonna focus on the functionality of the map :D
 
Level 17
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Jun 9, 2007
Messages
2,493
Sorry, it was just a mistake i made. I almost always type wrong when i writh in forums cus im doing it as damn fast as possible cus im working at the inventory system at the same time x)

And CloudWolf. BUZZ!!! You told me to give you a buzz x)
My system, i got a problem, the inventory is made of Destructibles. But there is units on every slot, so that you can select slots, but i cant just select them, i have to drag over the units to select, does anyone know why? And is there a way to hide the selection circles of the units?
Its anoying that it appears green circles over every slot when i drag over the inventory.
Thats the only two problems i have.

----------

Maybe lock the camera to your hero? Thats how Diablo 1/2 worked and Diablo 3 will work. I mean, your not suppost to see where to go and everything you normally have to do somthing called "Explore" xP It would also make it easier for me to create the inventory system, becouse the players cant draw the camera to the inventory then.
But its your choise since thats a kinda hugh thing. Becouse that will change many peoples way to play ;)
 
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Level 17
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Jun 9, 2007
Messages
2,493
But why doesnt anyone say that about Diablo 2? :S
That is one of the main things in diablo 2. You have to search around, becouse its allways different, and you cant just look over the map to see where to go.

"but if you have to." That was just an idea i had, its CloudWolfs Chooise not my.
You can look on whole the map, you can see all the empty spots, you can see a boss at the upper right corner of the map. The most RPG games lock the camera (i dont mean wc3 now) I mean like real RPGs :eek: Noone says that it sucks? :S

Can anyone please tell my why it sucks? :'(
Its just more fun if you have to explore yourself insted of going single player and use iseedeadpeople and destroy a part of the fun :O

-----------------------------
Now about my inventory system.

As shown in the picture of my inventory, it is 4 rows, is it really needed to have 4 rows? I mean, what the heck.. This map is suppost to be for 6 players, who need 32 slots + Equipment slots & Four Potion slots.
It just takes longer for me to make the system when its 4 rows, cant i make it so that it is 2 rows. I mean, its still 16 slots.

tell me what YOU think about this please.
 
Level 4
Joined
Dec 27, 2008
Messages
72
Wow i thought a good scene for tyrael!

in the very begining before hero selection, Show Tyrael destroying the worldstone,
make SFX effects, when it breaks, have darkness surroeend Tyrael.
Make him a doodad in the cincmaetic, as the dark is around him *keep it there*
He floats up then you cant see him
unseeable Tyrael says; please help.. me.. the worldstone.. its ... AHHHHHHHHHHHH
Imperius: Leave Tyrael, never let me see you again! You are banished from the heavens!
End of cinametic; a dark comet is falling from the sky
Oh and for a good loadscreen / anywhere have this picture
1920x1200_NFR_Imperius_by_Holyknight30001.jpg


sorry for the grammar not like it ll kill you tho >.<
 
Level 17
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Jun 9, 2007
Messages
2,493
I just got a new problem... Is it possible to show a multiboard for just one player? :eek:
Im in trouble if not o.o''

Does this work:
  • Player Group - Pick every player in Player Group - Player 1 (Red) and do (Actions)
    • Loop - Actions
      • Multiboard - Show Inventory_Multiboard_Items[1]
      • Multiboard - Maximize Inventory_Multiboard_Items[1]
 
Level 4
Joined
Dec 27, 2008
Messages
72
LTGH im not sure i think if the gui command is just Player 1 maybe,
but read my idea above ur postt
and on page 34 at the very bottom
 
Level 17
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Jun 9, 2007
Messages
2,493
I guess its fine, but im not good at judging stuff >.<*

Anyway, CLOUD!!!!!!! What the heck have you done to the attribute layout T_T
Yey, first time i yell at you, i just had to do it at least one time.
Next time you change that, make sure it turns out right. That is a common problem that people get when they are new whit stuff like that or are just lazzy and dont think befor they do. xD ( You have done the same to Armor )
It looks horrible and i cant see my intelligence. (who cares......... i play barbarian)
And you get mana every second whit barbarian, and loose mana, you should fix that.
And you should also do so that you start whit 0 mana.
 
Level 17
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Jun 9, 2007
Messages
2,493
Just to make it clear if you still dont understand.
Barbarian has a trigger that removes mana from him every second. If im right.
But he also gets mana every second, hes not suppost to get mana every second.

---------

Cloud, you have advanced triggers added to your map, but you doesnt have it enabled? Atleast i cant find the init trigger that enables it :p
 
Level 4
Joined
Dec 27, 2008
Messages
72
You need Wc3u look in resources;
Warcraft 3 unlimited,
CloudWolf needs his advanced triggers / other features
 
Level 12
Joined
Mar 16, 2006
Messages
992
k looks great, sounds great cept i cant load it, it gets to like trigger 3/# then it sais some error shit, plz help me if u know how

You might want to through the last few pages of replies and read the part where it says you need to use World Editor Unlimited to open the map.

Yes, cloud wasnt smart enough to think about that x)
He gets more mana every level. Just make a trigger so if hes maximum mana changes then set it to 200. or somthing, that will make it stay at 200. :S

One solution to this would be to simply check whenever a hero got an item or leveled up, if the hero was barbarian, then set max mana to 200.

Can't wait to see your next project's terrain.
 
Level 12
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Mar 16, 2006
Messages
992
If you don't like using WEU, you can open it in WEU, delete the triggers, then save it as a new name. It's able to open in the normal editor if you do that.
 
Level 17
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Jun 9, 2007
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2,493
He doesnt use advanced triggers, i checked the entire triggers, cus im triggering the map also, im making a inventory as all knows, and its not enabled. At least it wasnt in 1.08 :eek: Thats the version i use for a several reasons.

-----

When my Inventory system is done, i will finaly get my credit in this master piece! :- )
I have already fixed one part, first slot in the inventory can equip if its a weapon x)
 
Level 8
Joined
Apr 5, 2008
Messages
367
LTGH you need advanced vJASS knowledge to create a well working MUI/MPI Item System. Do yourself a favor and don't try to create s.th. with doodas and whatever you mentioned already.

Cloud, you could take a certain Item System that is wonderful and provides extra slots as well as special equipment slots. However it's necessary to implant the caster system by vexorian [which is hugh] and you had to change a lot variables in JASS, which isn't hard at all but might be complicated for no-JASSers at first.
Search on Wc3c for these stuff.
 
Level 17
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Jun 9, 2007
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LTGH you need advanced vJASS knowledge to create a well working MUI/MPI Item System. Do yourself a favor and don't try to create s.th. with doodas and whatever you mentioned already.

Thnx for your so called "help" but well, you can create a inventory in GUI. And it will work well, but it will maybe look wierd in the world editor, but you wont see any differences if its GUI or JASS ingame. All i need to know is how the heck im suppost to do so that i can click on the icons whitout dragging over them, and im sure its a easy way to fix it but im just to dumb to figure it out.

And how am i suppost to learn if i dont try? I learned everything i know myself...

But if i get any big problems, i guess we have to find someone who want to create a system that looks like my in JASS.
Im creating a new one becouse there is noone that looks like the diablo 2 one. But of what ive heard, the diablo 3 inventory will be like in World of Warcraft. You will collect bags to get more slots and such.
 
Level 30
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Sep 30, 2008
Messages
1,460
gaaagh, that took a long time to read through lol :) Let me know if I've missed anyone out on this post:

LTGH: If the inventory system really is being that much of a pain, I can always get one of the spell peeps to make it :D You'r still needed either way, as you answer a lot of peoples questions for me which helps :D If/when we get this project hosted on the hive, I'll make you a mod for the forum :p

But its up to you :p Carry on if you can manage it :D

As for the inventory slots, Ive only changed them while my inventory system is in the map :) I can change it to whatever you need when we put yours in :D

_____________________________


Ebisux: I appreciate the ideas you've been giving us, but I dont really want to change anything at this stage in production :S As soon as I start my next map though, I'll be all up for new ideas :)

_____________________________


I actually used to have a fixed camera from 1.00 - 1.02 :D I took it out though because it was kinda awkward in game :S The steep cliffs emant that half the time your hero wouldnt actually be centred, as the camera would be going up and down with the terrain heights xD

_____________________________


As for the WEU questions, I've been using NewGen from the begining, but ive had the button clicked that says "integrate WEU". I dont remember using any of the advanced triggers, but I'll take a look at them all just to make sure :)

_____________________________


As for the rage system, I agree, It is kinda buggy :/ For some reason I cant set his mana regen to 0. Every time I do, It still regenerates in game.

It also hadnt occured to me that his mana increases with attached items xD Ill create a trigger for 1.10 which sets his mana to his default every time he picks an item up :) Ty for the idea!



Right! hopefully thats everything :D Im currently working on a detailed spell list for the new trigger spells, so expect to see some newer / nicer skills in the upcoming versions :D
 
Level 17
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Jun 9, 2007
Messages
2,493
He generate mana becouse the intellect adds mana reganeration, thats what cause the problems.
We just need to calculate how much mana he regenerates every second and set the mana regeneration to - that value.
Hope you understand what i just said.

Okey, done. He regenerates 0.75 mana per second whit 15 in intellect. So just set his mana regeneration to -0.75

-------

Have you seen that the attribute and Armor amount looks wierd? It appear on new rows. You should fix that. :p

-------

The inventory system is going fine and its almost at the usable stage. I tought it would take a long long time, but it goes pretty fast.
The system is just for player 1 atm but i just have to copy the trigger and make it for every player.
(i said trigger and not triggers becouse im making everything expect enter/exit inventory in one single trigger, kinda messy. As fast as i leave the computer i forgot what the heck all my varibles is for xD)

-------

New picture uploaded:
http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8338.html
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
He generate mana becouse the intellect adds mana reganeration, thats what cause the problems.
We just need to calculate how much mana he regenerates every second and set the mana regeneration to - that value.
Hope you understand what i just said.

Okey, done. He regenerates 0.75 mana per second whit 15 in intellect. So just set his mana regeneration to -0.75

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Have you seen that the attribute and Armor amount looks wierd? It appear on new rows. You should fix that. :p

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The inventory system is going fine and its almost at the usable stage. I tought it would take a long long time, but it goes pretty fast.
The system is just for player 1 atm but i just have to copy the trigger and make it for every player.
(i said trigger and not triggers becouse im making everything expect enter/exit inventory in one single trigger, kinda messy. As fast as i leave the computer i forgot what the heck all my varibles is for xD)

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New picture uploaded:
http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8338.html

It would perhaps be more efficient if you made them all in one trigger. Number of Triggering Player?
 
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