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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 17
Joined
Jun 9, 2007
Messages
2,493
Yeah, but it should have been written on a little sign.

Well, when this is in the actual map, i will make a quest that tells exactly how you use the entire inventory system.
But since its still in development and not done, i wont make that yet.
And maybe i also create a exit button for people that is to lazy to read it.

__________________

1.10 is out, Wohooo!
 
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Level 11
Joined
Jul 28, 2007
Messages
920
Hm, make custom inventory in command board(where you have commands and spells) or pop-up inventory, make it same as in diablo III -.-', similar like Toadcop made.

Ups, sry i forgot you'r making invSys, but make the interface of inventory same as diabloIII has.

inventory.jpg


Not hard to make... you can even put model in the middle. Reconsider the attachments for later versions. Just suggestion for perfection.
 
Level 17
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Jun 9, 2007
Messages
2,493
Uhmm.. i want that system to be confirmed on Diablo3.com. Give me a link if it is on diablo3.com
Everything that isnt confirmed on that site is myths.
And im already working on the inventory. And the layout is already done.

The funny thing is that i have the same equipment types as that picture
 
Level 17
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2,493
What O.O I have watched it, and i didnt see a inventory? :'(
Did i just miss somthing important? T_T
But if its 2 years left until release, they maybe remake that screen becouse it could have been much better.
_________________________________________________________________

Sorry for my mistake, i forgot that they shows the inventory. But i have to redo whole the damn inventory layout now T_T? T_T

Also, after watching the game play video again, i see that our rage system is tottaly WRONG.
Its more like this:
Barbarian has 100 Mana
It costs like 50 mana to stomp. He get 20 mana per second.

And he gets rage outside of combat too.
 
Level 17
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They are mostly the same. This is BASED on the game play videos, its not exact copys.

__________________

How can you say that its easy to put model in the middle, its damn frustrating when i only see the head from that angel, lol.
But i just have to make a destructible that is turned around i guess.
Time for me to remake the freaking layout.....
I save the old version if it turns out like crap.
 
Level 19
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Messages
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They are mostly the same. This is BASED on the game play videos, its not exact copys.

__________________

How can you say that its easy to put model in the middle, its damn frustrating when i only see the head from that angel, lol.
But i just have to make a destructible that is turned around i guess.
Time for me to remake the freaking layout.....
I save the old version if it turns out like crap.

I'm glad I'm not making it as making the unit unelectable in the middle will be hard.
 
Level 11
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Jul 28, 2007
Messages
920
You missed it from trailer, inventory is shown there...
Anyway, show us the update of your invSys.
I'm not saying your's bad, just try to make it more d3 like.

In-game picture.
diablo3jg3.jpg


In tree months they will probbly put more trailers, seems like they're working on D3 now, coz there are no updates anymore. Respect.

"I made this signature on my own. =D isn't it cool, makes you wanna give me something, something shiny and green that looks like a circle " ROFL it took me about half a minute to figure out what that green circle is, haha +REP xD
 
Level 17
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I just create a dummy hero in the middle that looks the same and give him the locust ability. ;)

Uhm, i said "after watch it again" I know that they show the inventory, cus i watched it again.
>.<*

And you should us
whit that damn big pic.

Can anyone send me a pic of the inventory in the size of the one above, whitout the text? If there is one ofc. AND whit empty equipment slots.
 
Level 17
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Jun 9, 2007
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Dude... there is no competition, we do this becouse it fun. You really dont understand what the point of making maps is, HAVING FUN.
And its wierd that they use many doodads that this map use... Hmmmm... i wonder... Did they just steal some of CloudWolfs terrain ideas?! T_T
 
Level 8
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Messages
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Goddamn stop posting this nonsense. Sure there is competition between two maps of the almost exact same kind. Which is NOTHING bad and I didn't say it is bad, just that they do a real good job at Wc3c.
And "Did they just steal some of CloudWolfs terrain ideas?! T_T " Go ask them haha.
 
Level 17
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I was going to make a post like this
"Hey guys, did you start making this map only becouse CloudWolfs Diablo 3 map on Hiveworkshop.com got so popular? If im right, then i just want to give you all a big LOL.
There is no reason to start creating a new map when there is one in development already."
And im to lazy to create a damn account again. (I cant remember what my old account was)

And for god sake, there is no competition.... We started whit this first so dont tell us that we started a competition... Its only a competition if both the maps agree to make it a competition and i dont agree. Competition sucks, just proves that your a ____ who want to be the best.
 
Level 11
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Chill LTGH. I aegree with you LTGH about new d3 map creation, but maybe this isnt bad idea, let other people do what they want if its fun to them, only bad idea is to compare your and other d3 maps, or put them in some competition -.-' .
 
Level 8
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Messages
367
You know what, don't answer to my posts anymore please. I never want to talk to you but... since you took over the map and feel like a thread moderator you have to answer each frigging single post, each of them.
At least make sense when you're trying to insult me. But damn, every word of your post is failure.
Last but not least go ahead and blame the others modder team about stealing ideas/terrain etc. , will be amusing to read.
Last time I posted s.th. to you.
 
Level 17
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I just get kinda angry when people talk about competitions and even say that there is one when it isnt. And like i said, we make this map becouse its fun, and i make them make their map becouse its fun. But insted of creating a so called "competition" that people say it is, why couldent them join us so we could make one epic map togheter.

I hope you understand what im trying to say.

since you took over the map and feel like a thread moderator you have to answer each frigging single post, each of them.
Dude, sorry to dissapoint you but i am like a thread moderator here. My part of the team is to answer questions and stuff on this thread and trigger the map. I am a part of the team you know.

But dont talk to me anymore if you want. All i did was saying that there isnt a competition and you say that im wrong? I cant be wrong since there is not competition.

And i wont reply to you anymore as long as you dont say anything useful, stupid or wrong. And as long you dont mention me.

I didnt want to make you a opponent, seriusly, i tought you was my friend. But i guess i was wrong. :(
 
Level 4
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If this has been reported already, sorry.

If it hasn't, then I'd like to say that the mongrols level 2, (the witch doctor summons), don't have the disease ability as they're suppose to.

(edit) Ruined Ancient Armor ground description is "quit", instead of, "quite". (edit) No comma before the, "and", in the description of what it actually does. (edit edit edit edit) Piece is spelled peice in the description.

(edit) Crown of Might description is, "Its has", should be, "It has". (edit edit) Both on the regualar description, and on the ground. The ground description also has no period after the word, "Ebay".

(edit) Voodoo Head Crest's description has no comma between smelling, and anyway, and the anyway should anyways, both on the regular description, and the ground description.

(edit) Fire Bomb's description, (I'm not sure if it's all levels, or just one), has the word armor, spelled armour. I am unsure whether this is correct or incorrect, it depends on where you live, I believe.

(edit) Summon Mongrols description is wrong, as there is no period at the end of at least the level three spell level.

(edit) Most or all descriptions lack a period at the end when it describes what it actually does, (not the lore/speculation).

(edit) Ritual of the Dead, ground description, has a coding error. "(Alrc,DataB1)". I think this is due to the fact that it references to B1, instead of A1.

(edit) Crown of Might's icon for the immolation is called Cloak of Flames. You might want to create a custom description for it.

(edit) Suggestion, not a bug. I would suggest that you give the Restoration Globe more mana to restore, as 150 isn't very much at all for someone mana based. Perhaps have it restore mana differently for different classes, or just a percentage, so it's balanced? (edit) Only 100, not 150.

(edit) Rusty Armo(u)r, armor is spelled armour, again. The ground description and inventory description vary. The ground description does not have a, "right?", at the end, while the inventory description lacks a comma before the, "right". So, you can either remove the right?, or add it to the ground description, along with the comma.

(edit) When casting the summon mongrols ability by the shadowy creature, two of my mongrols went down the side of the wall, so I couldn't use them. Also by the shadowy creature, there seems to be an invisible wall on the stairs.

(edit) Mana potions and health potions should also restore by a percentage.
 
Last edited:
Level 17
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2,493
Okey, since a new version just got released, all that is new. And you mentioned "Armour" it depends on where people live, but Armor is the standard word and is the one that is used in Warcraft 3.
We have no idea why BUT it seems like almost all item descriptions in the entire map has been messed up, and we have no idea why this happens, we fix an item and then in the next version we find out that the problem is back.

I dont think there is any idea to post the description bugs, becouse i think the best is to check all item descriptions and fix thoose that is wrong.
 
Level 4
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Okey, since a new version just got released, all that is new. And you mentioned "Armour" it depends on where people live, but Armor is the standard word and is the one that is used in Warcraft 3.
We have no idea why BUT it seems like almost all item descriptions in the entire map has been messed up, and we have no idea why this happens, we fix an item and then in the next version we find out that the problem is back.

I dont think there is any idea to post the description bugs, becouse i think the best is to check all item descriptions and fix thoose that is wrong.

You are not creating this map using Unlimited, are you?
 
Level 4
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I knew it was Unlimiteds fault, I KNEW IT O_O!
The anoying thing is that we dont use anything from unlimited but we have it enabled.
So i was right from the beggining...

Your map is doomed. Period. This is what happened to Bloody_Demise's map:

This map has been corrupted by World Editor Unlimited. It's unprotected, by the way, if you want to look at the triggers. But I wanted to examine this as to how it's corrupted. Well, first thing. If you play it, you'll get a message at the beginning of the game, saying how to start, etc., what to do. Now, I've checked through this map and the .J file about ten thousand times for this message, but it isn't there in any form whatsoever. It's like it's being externally run or the map is creating the triggers by itself. Another thing, the multiboard should work perfectly fine. But it doesn't. When you train a hero, the deaths keep going up by one each second. Speaking of training heroes, if you train a wife, you can click on the prince icon, and cancel the wife, and you'll still be able to train the prince. Okay, besides those, what else is wrong? Well, the map kills units by itself, if you look through the map, you won't find any killing triggers. If you start the game, and say iseedeadpeople, you'll see a bunch of dead bandits. Why? I don't know. Another thing, the triggers keep corrupting their functions. If you try to edit one, another one gets corrupted. Today, I tried editing the multiboard, to fix a few problems, only to have another problem pop out of nowhere. Such as the training hero bug, it wasn't there originally, so why's it there now? There isn't any "trains a unit, unit is a hero" function(s) and condition(s), so why's it happening? Also, if you read the tower's gold costs in Unlimited, it says you're paying like 1100 gold or something to buy this tower. But in the game...it says 700. What's up with that? What's more, is that when you try to open up this map in regular WE, you can't. It says it can't read this particular function. Except, for the fact, that NONE of the triggers have ANY Unlimited specific functions. I also talked with the creator of the map, Bloody_Demise. He says he isn't using Unlimited ever again because of these terrible bugs.

You should probably transfer as much of the map you can to a normal map, and start from there. If you continue where you are on Unlimited, you will never finish it, because you will get sick of so many of the problems it creates.
 
Level 17
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Well, when CloudWolf reads that i THINK that he will transfear every single thing in the map.
We are lucky that its possible to transfear the terrain data and such.
But we are safe if we have backups, right? I mean... We have a couple of thousend backups around the world.

______________________

Check this out guys:
http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8374.html
I hope everyone is jumping around and yelling "OMFG, OMFG, OMFG!!!" now.
Read the Picture Info.
 
Level 4
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Well, when CloudWolf reads that i THINK that he will transfear every single thing in the map.
We are lucky that its possible to transfear the terrain data and such.
But we are safe if we have backups, right? I mean... We have a couple of thousend backups around the world.

______________________

Check this out guys:
http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8374.html
I hope everyone is jumping around and yelling "OMFG, OMFG, OMFG!!!" now.
Read the Picture Info.

Well, get the latest one that you can load in regular world editor.

If it's so early that you might as well start at the beginning, then try transfering the map's data to a regular WEU-non-dependent map. If your team doesn't know how, I can try, if you want. By the way, I just beat it, and it's pretty friggan' amazing. Really hard, too. It's like a better Warchasers.
 
Level 17
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Well, i think CloudWolf created the map whit NewJASSGen - WEU Enabled. So it was WEU from the beggining.
And its fun to hear that you like the map that much =)
I dont know if CloudWolf have made any updates on the map since he uploaded a new version yesterday. So feel free to make in a WEU-non-dependent map.

__________________

6000 Downloads guys, keep on downloading, and we will get 50k in like 10 months and we will have highest download count, Woohooooo.
A ripped & noobish map is on top download T__T*
 
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Level 4
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"IssueTargetOrderByID" is an error I get when I open the map in regular World Editor.

Try opening Castle Warfare in regular World Editor. You'll get the same exact error. This pretty much proves that your map is on its way to death, XD.

I'll try...I'm not sure how much I can transfer without it breaking, though.
 
Level 4
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I have found the culprit of the map...it's the .wtg, which is the most important trigger file in the map. Without it, all your triggers are invisible. However, with it, all your triggers are borkez.

I'm not entirely sure what to do, really. I have a slight idea that might work...I'll try and see if it does.

(edit) Oh dear lord, I got the files mixed up...the wtg isn't the trigger names file...it's the actual triggers themselves. There is nothing to fix this. It's either make the triggers up from scratch...or...try to somehow remove the corruption while in World Editor Unlimited. I will try the latter choice, and see if I can fix it...if not...well...I don't know.
 
Level 17
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2,493
Nvm. My mistake, im just tierd, 01:07...
Anyway, i dont think this map is doomed, isnt it possible to just export the map terrain, triggers, units, doodads, destructibles, imports, items, spells. and then import it to a new map?
And of what the error says, it have to do whit the triggers. And it has to be a trigger that is inside the map and doesnt exist in the regular WE. That means that you need NewJASSGen to gain acces to that trigger.

I told CloudWolf to try using NewJASSGen through PM's, he accepted my recommendation and started using it.

Save what you can, for the damage is done.

Why couldent you also tell him to dont use WEU becouse it seems that he didnt knew that it was outdated :[
But guys... the map is working so far, and if it gets corrupt, we have like 6000 copys and like 100/200 of them is the latest version, right?
 
Level 4
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"map terrain, triggers, units, doodads, destructibles, imports, items, spells"

You can import everything but the triggers into a new map.

However, I have found the bad trigger, and if you delete it, I can load it in normal World Editor. I will try to find the specific function that makes it not work. You guys are lucky that it's only one trigger.
 
Level 4
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Sep 9, 2007
Messages
95
Can you please tell me what trigger it is? :O
I want to know what cloudie have done this time :p

It's the Skeleton King Intro...however, I had some bad news. When you delete the trigger...you may load the map in normal World Editor, but you cannot save. I am currently trying to figure out the reason for this.

(edit) It is a trigger that does it, again, bloody WEU. I opened it up in regular World Editor with all the triggers intact except the Skeleton King Intro, and it worked fine, but when you save, it crashes. So I opened it up, again, and deleted ALL the triggers, just to see if that was the problem. I hit save, and it saved just fine. So now, I have to figure out what the trigger problem is...I hope it isn't a lot of them.
 
Level 17
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That son of a _____ program. I wish WEU never existed. If you get everything fixed ill +rep you, i might +rep you anyway tommrow but now i have to sleep.
And i think cloudie will rep you to if you fix this becouse this is a major thing for the map and it can lead to the end of everything if we dont get it fixed.
 
Level 4
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95
Alright, good news, guys. It's not a whole lot of triggers, and it may only be just a few, which you guys can count yourselves very lucky.

Firstly, the Skeleton King thing is perfectly fine, except for the intro trigger, which I deleted.

Secondly, the Inventory System, or the Knockback system, or both, are the corrupted triggers that make it so I can't save. I am finding out what ones are corrupted at this very moment, and I'll post the map somewhere for you guys to download when I'm done.

(edit) It was the trigger, Anti-Move in the Inventory System. I can now succesfully save in regular World Editor. I'm not sure if this means it's all fixed, but it's surely on its way to be fixed, at the least. I also saved the corrupted trigger's text, so it's easy to recreate.

(edit) I am currently recreating the Skeleton King intro trigger in regular World Editor. I'll tell you guys how it goes.

(edit) I have succesfully created the Skeleton King intro trigger without any problems whatsoever. I will work on the anti-move inventory trigger, now.

(edit) I am extremely confused by the item system you use. It looks like a pile of rubbish, XD. Well, I'll let you fix that...I'm going to go fix all the typos I can find in whatever there is. Here is the text for the anti-move system, if you want it.

Inventory System - Anti Move System
Events
Unit - A unit Is issued an order targeting an object
Conditions
Or - Any (Conditions) are true
Conditions
(Issued order) Equal to Move Item to Slot 1
(Issued order) Equal to Move Item to Slot 2
(Issued order) Equal to Move Item to Slot 3
(Issued order) Equal to Move Item to Slot 4
(Issued order) Equal to Move Item to Slot 5
(Issued order) Equal to Move Item to Slot 6
Actions
Wait 0.01 game-time seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Set Player = Player Group - Player 1 (Red)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Set Player = Player Group - Player 2 (Blue)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Then - Actions
Set Player = Player Group - Player 3 (Teal)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Set Player = Player Group - Player 4 (Purple)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Player = Player Group - Player 5 (Yellow)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Set Player = Player Group - Player 6 (Orange)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Triggering unit) in slot 1)) Not equal to Permanent
(Item carried by (Triggering unit) in slot 1) Not equal to No item
Then - Actions
Game - Display to Player the text: Unable to hold this...
Unit - Order (Triggering unit) to drop (Item carried by (Triggering unit) in slot 1) at (Position of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Triggering unit) in slot 2)) Not equal to Permanent
(Item carried by (Triggering unit) in slot 2) Not equal to No item
Then - Actions
Game - Display to Player the text: Unable to hold this...
Unit - Order (Triggering unit) to drop (Item carried by (Triggering unit) in slot 2) at (Position of (Triggering unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Triggering unit) in slot 3)) Not equal to Artifact
(Item carried by (Triggering unit) in slot 3) Not equal to No item
Then - Actions
Game - Display to Player the text: Unable to hold this...
Unit - Order (Triggering unit) to drop (Item carried by (Triggering unit) in slot 3) at (Position of (Triggering unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Triggering unit) in slot 4)) Not equal to Artifact
(Item carried by (Triggering unit) in slot 4) Not equal to No item
Then - Actions
Game - Display to Player the text: Unable to hold this...
Unit - Order (Triggering unit) to drop (Item carried by (Triggering unit) in slot 4) at (Position of (Triggering unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Triggering unit) in slot 5)) Not equal to Charged
(Item carried by (Triggering unit) in slot 5) Not equal to No item
Then - Actions
Game - Display to Player the text: Unable to hold this...
Unit - Order (Triggering unit) to drop (Item carried by (Triggering unit) in slot 5) at (Position of (Triggering unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Triggering unit) in slot 6)) Not equal to Charged
(Item carried by (Triggering unit) in slot 6) Not equal to No item
Then - Actions
Game - Display to Player the text: Unable to hold this...
Unit - Order (Triggering unit) to drop (Item carried by (Triggering unit) in slot 6) at (Position of (Triggering unit))
Else - Actions
Do nothing


(edit) What is the Voodoo Aura ability suppose to do?
 
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Level 4
Joined
Sep 9, 2007
Messages
95
You're completely wrong. You can copy paste a trigger just the same as an item/unit/spell/doodad/destructible/buff\effect.

That's not what I meant. I meant you could import everything but the triggers, because some of them were corrupt. However, with the map I posted, it should be fine, as I removed all the corrupted triggers.

(edit) The only time I would ever use Unlimited, is to place a doodad when you can't in the normal editor, but I would create a backup right before, in case it does anything weird. Or you could place it via JASS, which is probably easier, and less risky.
 
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