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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 30
Joined
Sep 30, 2008
Messages
1,460
Right! Small update here! :D

I've been re-working the dungeon to make it slightly more balanced. You've probably noticed that as soon as you hit the "Murloc Style boss" its a bit of a boss spam :p yep! 3 in a row I beleive it was :S

I've spaced them out a bit more now, to provide some smoother gameplay :) Ive even provided some screenshots for you guys of the new terraining :D

new-area-01.jpg


new-area-02.jpg

 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Cloud, its awesome but i seriusly wonder how to stone got inside xD
They dont fit in and on the first pic, its pipes. They dont fit in with this kind of dungeon.
And insted of adding waterfalls, maybe you can try to make it look like i did in that room of mine? =D You know the openings i created with those doodads. That would fit in better at that place, I THINK. im still not sure, your a more experienced terrainer then me. I just took a closer look, i dont think its enough space to make it like i just said :p the path is to close to the place you walk in. And it looks pretty cool anyway xD
 
Level 30
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Sep 30, 2008
Messages
1,460
Cloud, its awesome but i seriusly wonder how to stone got inside xD
They dont fit in and on the first pic, its pipes. They dont fit in with this kind of dungeon.
And insted of adding waterfalls, maybe you can try to make it look like i did in that room of mine? =D You know the openings i created with those doodads. That would fit in better at that place, I THINK. im still not sure, your a more experienced terrainer then me. I just took a closer look, i dont think its enough space to make it like i just said :p the path is to close to the place you walk in. And it looks pretty cool anyway xD

I know what you mean about the rocks xD In Diablo 3, a lot of the dungeon is old and falling apart, the problem ive got, is that there arent any doodads of falling apart walls :S lol

I'll see what I can do though :) Maybe if I scale them down a bit, and make more it might look more like a crumbly wall or something :p

As for the waterfalls, Ive made it like that to reduce the lag a bit :D I dont wanna spam too many waterfalls, or the FPS will go down too much :S However! I might be able to acheive somethign similar to what your suggesting as it probably will look better :D Lemme have another attempt lol :)
 
Level 30
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Sep 30, 2008
Messages
1,460
Version 1.15 is ready to go!

For a full list of updates, see the main thread

______________________________________


Theres some rather nice changes to the gameplay in this update :) The new Revive system makes it easy to share lives around. You can even give lives to a played who has died, and they can resurrect which is a nice feature :p

Also, I moved the thousand pounder boss to a later stage in the game, to ensure the bosses were evenly distributed.

Im afraid the inventory system is still not finished. There is no set release for it. It's all down to whenever LTGH finished it :)
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Awesome a 1.15! ;D

I opened this map and looked around. It all seemed so fucking cool. And then when i opened the Trigger Editor i saw.... Its all GUI?! :O
Thats freakin awesome, youve even made knocback system in GUI which is freakin hardcore as far as i know! :O Youre really an amazing mapmaker ;D
 
Level 30
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Sep 30, 2008
Messages
1,460
Awesome a 1.15! ;D

I opened this map and looked around. It all seemed so fucking cool. And then when i opened the Trigger Editor i saw.... Its all GUI?! :O
Thats freakin awesome, youve even made knocback system in GUI which is freakin hardcore as far as i know! :O Youre really an amazing mapmaker ;D

aaah, im afraid credit goes to Paladon for the GUI knockback system :D It says it in the triggers, but i should probably mention it on this page too :)
 
Level 4
Joined
Mar 13, 2009
Messages
73
this is like "wow" '-'
i played it and i though "aww...only 3 chars??? :/" but when i started playing it 4 real i saw how incredible ur map is!! OMG!! the mapping is like,amazing!! never saw such a good mapping in other maps...even though i havent seen many xD

P.S(EDIT): when i said this is like "wow" i dont mean world of warcraft i mean "Wow!" xD
 
Last edited:
Level 17
Joined
Jun 9, 2007
Messages
2,493
The one LTGH is working on rocks ass.

Thnx :grin:
Hows it going with the pickup system? have you found a way to solve it?
Myself im pretty much stuck.
We just need to have that and its ready to go.
Not a single bug as of what ive seen, Removed all i could find myself.

For those who dont know anything about the inventory im making, this is how it looks & it looks EXACTLY (Well, Not the same quality) like this cus this is the actual texture to the inventory.
157869-albums1156-picture8442.png
 
Level 30
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Sep 30, 2008
Messages
1,460
yep :D i know there is one inventory system already but(no offense) it sucks :p

lol, none taken :D If anything, i agree with you xD

It was just a quick system I whipped up in 20 minutes while we wait :D

EDIT:

Thnx :grin:
Hows it going with the pickup system? have you found a way to solve it?
Myself im pretty much stuck.
We just need to have that and its ready to go.
Not a single bug as of what ive seen, Removed all i could find myself.

For those who dont know anything about the inventory im making, this is how it looks & it looks EXACTLY (Well, Not the same quality) like this cus this is the actual texture to the inventory.
157869-albums1156-picture8442.png

ooooh, by the way, I'm guessing each item needs its own section in a trigger for it to work right? Would you be able to make a template, which I can easily alter in case I need to add new items to the system? I'll probably be doing it on a regular basis so it would save you a lot of time :p

Finally, Is it going to be 500kb or below? Because the map is really tight for memory space right now :) At present theres 300kb spare, but i can probably spare an extra 200kb across the map, by lowering texture qualities here and there :D
 
Level 17
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Jun 9, 2007
Messages
2,493
lol, none taken :D If anything, i agree with you xD

It was just a quick system I whipped up in 20 minutes while we wait :D

EDIT:



ooooh, by the way, I'm guessing each item needs its own section in a trigger for it to work right? Would you be able to make a template, which I can easily alter in case I need to add new items to the system? I'll probably be doing it on a regular basis so it would save you a lot of time :p

Finally, Is it going to be 500kb or below? Because the map is really tight for memory space right now :) At present theres 300kb spare, but i can probably spare an extra 200kb across the map, by lowering texture qualities here and there :D

For the first question, i have to say yes. about 1/4 of my triggers is comments in the actions so you will be able to read it yourself.
And ofc, i will create templete triggers where i explain how to add new items.

For the second question, i think its best that we start with the low quality texture and if we find a way to add the high quality texture, we do it.
For now its best to use the low one.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
LTGH, I had a system crash yesterday which was devastating... At the end I had to reformat the harddrive resulting in a huge loss and now my computer can't even start up. I can't even enter BIOS!
I haven't found a solution to the problem yet but just try to make it work somehow... Perhaps use loops to loop through every slot and check if they are empty?

Anyway...
lol, none taken :D If anything, i agree with you xD

It was just a quick system I whipped up in 20 minutes while we wait :D

EDIT:



ooooh, by the way, I'm guessing each item needs its own section in a trigger for it to work right? Would you be able to make a template, which I can easily alter in case I need to add new items to the system? I'll probably be doing it on a regular basis so it would save you a lot of time :p

Finally, Is it going to be 500kb or below? Because the map is really tight for memory space right now :) At present theres 300kb spare, but i can probably spare an extra 200kb across the map, by lowering texture qualities here and there :D

He's able to classify each item using variables so they would be easier for you to add more items. It's not that hard but he needs to make it work like that first.

Regarding reducing mapsize you could remove the Tyreal model or you could begin to Optimize your map using MapOptimizer 4.6. It's quite an amazing tool to reduce filesizes.
 
Level 30
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Sep 30, 2008
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For the first question, i have to say yes. about 1/4 of my triggers is comments in the actions so you will be able to read it yourself.
And ofc, i will create templete triggers where i explain how to add new items.

For the second question, i think its best that we start with the low quality texture and if we find a way to add the high quality texture, we do it.
For now its best to use the low one.

Sounds good to me! Thanks again for making it :) I really appreciate the work you've done towards the map :D

As soon as its in, I'll add some big banner to the main thread saying "Now featuring LTGH's inventory system" and add you to the special thanks quest in the map :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Sounds good to me! Thanks again for making it :) I really appreciate the work you've done towards the map :D

As soon as its in, I'll add some big banner to the main thread saying "Now featuring LTGH's inventory system" and add you to the special thanks quest in the map :)

And to answer that, im going to quote this:
Sounds good to me!
^_^
I really hope that we get a good working Pick-up system soon, i cant wait to see it in action myself. I can only test items thats in the inventory from the beggining and thats not so fun. Would be more fun to test it in action.
When the items, pick-up system & inventory system is working, i gonna invite some of the people here to a battle.net private match to try it for the first time ever in action ;-)

Its not fun to test it for the first time myself.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
LTGH, I had a system crash yesterday which was devastating... At the end I had to reformat the harddrive resulting in a huge loss and now my computer can't even start up. I can't even enter BIOS!
I haven't found a solution to the problem yet but just try to make it work somehow... Perhaps use loops to loop through every slot and check if they are empty?

Anyway...


He's able to classify each item using variables so they would be easier for you to add more items. It's not that hard but he needs to make it work like that first.

Regarding reducing mapsize you could remove the Tyreal model or you could begin to Optimize your map using MapOptimizer 4.6. It's quite an amazing tool to reduce filesizes.

oooh, nasty :S Well, best of luck fixing it! :D

And to answer that, im going to quote this: ^_^
I really hope that we get a good working Pick-up system soon, i cant wait to see it in action myself. I can only test items thats in the inventory from the beggining and thats not so fun. Would be more fun to test it in action.
When the items, pick-up system & inventory system is working, i gonna invite some of the people here to a battle.net private match to try it for the first time ever in action ;-)

Its not fun to test it for the first time myself.

Im up for that :D Let me know when your ready, and I'll be there!

Also, for the pickup system, im sure you've already considered this, but here it is anyways:

One thought I had, couldn't you make each slot have its own boolean variable, with a true or false value? True being free, and false being full? :p

Next, you could create a trigger that goes through each slot 1 by 1, checking to see if the slot is free using some IF, THEN, and ELSE triggers? :D

For example

If variable Slot_1[x] = true, put item here

Else

If variable Slot_2[x] = true, put item here

Else

And so on until all the slots are covered :) the [x] would be an array where x is the player number :)

I'm still a trigger newbie, so it probably makes no sense, but its just a thought :D
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
LTGH, I had a system crash yesterday which was devastating... At the end I had to reformat the harddrive resulting in a huge loss and now my computer can't even start up. I can't even enter BIOS!
I haven't found a solution to the problem yet but just try to make it work somehow... Perhaps use loops to loop through every slot and check if they are empty?

I was thinking of that befor but the problem is that.... well... i have never used loop, its a shame >.< i dont even know how to get it to work.
I want it to be like this:
If variable Slot_Useable[1-16] = true (You cant do it like that, i just wanted to be short)
Do bla bla bla, but when i do that, it appears in all the empty slots, kinda anoying you know xD
 
Level 8
Joined
Apr 5, 2008
Messages
367
That's why I don't like you. I even need to quote myself t.t
Well although I don't really know what kind of item system you're trying there LTGH. Maybe this could help.
Variables: empty1 -> boolean array from 0 to 19 [this says us whether for example slot4 is empty (true) or full (false) - note that empty1[0] represents the first slot empty1[1] the second and so on]
first_empty1 -> integer [this will always hold the value of the first empty slot]
The "1" behind the variables mean, that you must create these triggers for all players. This would be working for only one.

All this is doing, whenever an item is dropped (add your own event... I dunno how you go there with destructibles and stuff) the boolean variable "empty" is set to true for the slot it got dropped of. This means that we can check later, whether or not that slot is empty.
Afterwards we check for each 20 slots (slot 0 to slot 19) if it is empty. In case it is, the integer variable "first_empty" gives us the array for the first slot.
That means that the number for the first empty item slot is first_empty.
Thus you can add an item to that slot whenever you want.

  • ItemDrop
    • Events
    • Conditions
    • Actions
      • Set first_empty1 = *The number of the slot the item got dropped from*
      • Set empty1[first_empty1] = True
      • Set first_empty1 = -1
        • Do Multiple ActionsFor each (Integer A) from 0 to 19, do (Actions)
          • Loop - Actions
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (empty1[(Integer A)] Equal to (==) True) and (first_empty1 Equal to (==) -1)
              • Then - Actions
                • Set first_empty1 = (Integer A)
              • Else - Actions
The actions of the second trigger should be run whenever an item is picked up. The slot is considered as full by setting the boolean array "empty" for that slot to "false".
Afterwards it again checks which slot is empty and sets "first_empty" to that value.


  • ItemPickup
    • Events
    • Conditions
    • Actions
      • **Create Item in slot [first_empty1]**
      • Set empty1[first_empty1] = False
      • Set first_empty1 = -1
        • Do Multiple ActionsFor each (Integer A) from 0 to 19, do (Actions)
          • Loop - Actions
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (empty1[(Integer A)] Equal to (==) True) and (first_empty1 Equal to (==) -1)
              • Then - Actions
                • Set first_empty1 = (Integer A)
              • Else - Actions
Note that these are just the actions, you must add your own events that go off when you drop or pick up an item. Or you simply add these actions to the trigger, where all your other item drops / pick ups are dealt with.
And since I don't really know where your problem might be, this might be of no help. Yet think about it at first.
And last but not least it might be possible, that some of these GUI functions don't exist in normal World Editor. I use NewGen WE...
 
Level 17
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Jun 9, 2007
Messages
2,493
That's why I don't like you. I even need to quote myself t.t

Excuse me... I have alot to do and i cant do every single thing in the entire world, your not the only guy that posts here, sometimes i miss stuff.

And like i said, i have never used loop so its hard to me to create something out of that. Would be easier if you could import that into the system yourself, that would help me alot you know.
 
Level 19
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Sep 4, 2007
Messages
2,826
Its hard if i never used Loop and the integer A Action befor.
and why would we need to modify it if you make it stright into the game? :O

Such advanced systems are always hardcoded into your maps.

Anyway, the basic definition of a loop is repeat.

The number x-x is the amount of time you repeat the cicle within the loop tag.
Example:
1-2 means you'll loop the same functions within the loop twice.

1-4 means you'll loop four times.

2-3 is also just twice because it will loop 2 then 3.
  • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • If_Slot_Empty[(Integer A)] Equal to True
        • Then - Actions
          • -------- Somewhat place the item in that slot. --------
        • Else - Actions
Hope this clarifies a bit.
 
Level 7
Joined
Apr 16, 2008
Messages
303
Cloudy you should do an ORPG, and own that fag [Green_Day_Dance] And his shitty map that is SO POPULAR.....[wtf is with them?dl this and play it u dumbasses, BETTER QUALLITTYYY, and better map maker =D].
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Such advanced systems are always hardcoded into your maps.

Anyway, the basic definition of a loop is repeat.

The number x-x is the amount of time you repeat the cicle within the loop tag.
Example:
1-2 means you'll loop the same functions within the loop twice.

1-4 means you'll loop four times.

2-3 is also just twice because it will loop 2 then 3.
  • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • If_Slot_Empty[(Integer A)] Equal to True
        • Then - Actions
          • -------- Somewhat place the item in that slot. --------
        • Else - Actions
Hope this clarifies a bit.

Your the best =-)
I will give it a try now and see if i can make something out of it =)
 
Level 30
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Sep 30, 2008
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Cloudy you should do an ORPG, and own that fag [Green_Day_Dance] And his shitty map that is SO POPULAR.....[wtf is with them?dl this and play it u dumbasses, BETTER QUALLITTYYY, and better map maker =D].

IVe mentioned before that when this map is done, it will have a somewhat ORPG feel to it :) The aim is to make several maps such as this one, with a save/load to transfer characters between them :)

Also, its unneccesary to call people fags, then insult their maps :p I'm sure Green_Day_Dance's map is awesome whoever he is :)
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Why you use two equals instead of one? Or is it some kind of fancy mathematic thing?

In some programming languages, a single "=" is used to define a variable, where as a "==" is used as the term equals. For example

To define a variable, you would put Slot_No = 1

however, if you wanted to do an IF, it would need to be

If Slot_No == 1, then do whatever

if you used a single = there, the application would think you were defining the variable again :D

Hope that makes sense ^^ Its been a while since i did any programming lol
 
Level 8
Joined
Apr 5, 2008
Messages
367
Yah right.
"=" is used to give variables a value

and "==" [equal] and "!=" [unequal] are used for a boolean check.

Furthermore you can use <= and >=.

E.g.

set counter = 1
set index = 2

if counter <= index then ... [the condition returns true]
if counter >= index then... [the condition returns false]
if counter == index then... [the condition returns false]
if coutner != index then... [the condition returns true]
 
Level 7
Joined
Apr 16, 2008
Messages
303
IVe mentioned before that when this map is done, it will have a somewhat ORPG feel to it :) The aim is to make several maps such as this one, with a save/load to transfer characters between them :)

Also, its unneccesary to call people fags, then insult their maps :p I'm sure Green_Day_Dance's map is awesome whoever he is :)

WHAT WHAT WHAT?!?!Your crazy, i know him and yes it is Neccesary to call him a fag, and u look cool =D
[anyway]I for one know that he is a complete asshole, he thinks that because he made a cool looking spell[cough, overrated, cough] that he is the best map maker in the world, not only that i showed him my friends ma[much better than his, mind you]and he said it was "shit", yet it had unique things which he "thinks" That he has done something better[cough, his version of it was completely different, and bad, cough]than my friends, now..if your saying he is awsome?wait what?his map is awsome?want the file?Really want to puke?Oh and be pleased he is on us-east and not on the europe server, you would kill him![hes a pest and bugs you saying "haha hi nub my map owns yours, wait you dont have any to compete"]Even though i map on different platforms....
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
WHAT WHAT WHAT?!?!Your crazy, i know him and yes it is Neccesary to call him a fag, and u look cool =D
[anyway]I for one know that he is a complete asshole, he thinks that because he made a cool looking spell[cough, overrated, cough] that he is the best map maker in the world, not only that i showed him my friends ma[much better than his, mind you]and he said it was "shit", yet it had unique things which he "thinks" That he has done something better[cough, his version of it was completely different, and bad, cough]than my friends, now..if your saying he is awsome?wait what?his map is awsome?want the file?Really want to puke?Oh and be pleased he is on us-east and not on the europe server, you would kill him![hes a pest and bugs you saying "haha hi nub my map owns yours, wait you dont have any to compete"]Even though i map on different platforms....

Dude, never call anyone fag only becouse you dont like someones map.
Even if he is a so called "asshole" (a human cant be a asshole).
And he makes a spell and is proud of himself.
Your not better then him by saying that.
And never compare a map someone has made with another, if i would do that i would say that maps that IS good SUCKS only becouse i like this one more, right? :O
Try to be nice insted, that always work better. (if you dont want to get on the criminal side ofc)
 
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