• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

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 19
Joined
Sep 4, 2007
Messages
2,826
hmm. how do i do that without attaching it to a post?

Here is the link to the service AKA pastebin: http://www.hiveworkshop.com/forums/pastebin.php

You can chose to write a description or not. Choose a title for the pastebin and upload the file.

You can PM people the link from the pastebin once the file has been uploaded.

make map with vJass xD, don't use gui...
i hope don't need explanation on this?

We use both of them. I and LTGH have recently began to use vJass for some stuff.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
not quite. I added the fix and used it when testing the map, but it wasnt in the copy that I did all my editing in. lol

anyways.

Go Forth and test, and give me comments/sggestions/congratulations.

First view.
Awesome job! Your triggers are pretty and look efficient.

Anyway, you should force the difficulty level to the number of players in the map. This should be automatic and not decidable. I'll roll more "comments/sggestions/congratulations" in a moment.
 
Level 18
Joined
Sep 2, 2005
Messages
1,029
First view.
Awesome job! Your triggers are pretty and look efficient.

Anyway, you should force the difficulty level to the number of players in the map. This should be automatic and not decidable. I'll roll more "comments/sggestions/congratulations" in a moment.

Oh, I took my inspiration from d2. It is forced. You can only decide to make it harder. :p
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Oh, I took my inspiration from d2. It is forced. You can only decide to make it harder. :p

Okay but the trigger should be something like this.

  • Untitled Trigger 002
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set TempInt = 0
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Player((Integer A))) controller) Equal to User
            • Then - Actions
              • Set TempInt = (TempInt + 1)
            • Else - Actions
      • Trigger - Run Difficulty[TempInt] (checking conditions)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
You're right, it should. I wasn't quite sure how to go about doing it. That will work nicely. and I'll have to go implement it.

My trigger easily allows change in difficulty incase a player leaves. It could then be called and it would ballance the game.

what about the rest. Look at the mana system, and the Barbarian. go playtest the barbarian, tell me what you think of the revised system for rage, and whatnot.

I really love all the triggers. Now I'm going to test the map.
 
Level 18
Joined
Sep 2, 2005
Messages
1,029
Just wanted to tell you that when I try to change the difficulty all the enemy units don't get any stronger nor weaker. Is this a bug?

/Players 1 doesn't seem to work.

but yesterday I was testing the other difficulties and I found a huge difference in boss difficulty.

there is likely bugs in the current system though. less so if you implemented your changes when you showed me them.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
/Players 1 doesn't seem to work.

but yesterday I was testing the other difficulties and I found a huge difference in boss difficulty.

there is likely bugs in the current system though. less so if you implemented your changes when you showed me them.

I will incorporate the triggers but I won't enable them. I don't want to screw anything up until the map reaches you.

I'll look in the map again tomorrow. School tomorrow. Good night mate.

Btw, remember to fix the damn camera lol.
 
Dear CloudWolf, I am atm making an RPG-Class System which gives fully control of the hero. It will work as followed:

Create Class
Set Classdata

Add Hero from Class
// The hero will get the classdata
Add Heropackages (Like REgeneration)

Thats it! Here some examples what it does:
- Change the heroes Agy, Int or Str per level for each class
- Change the heroes Agy, Int or Str for a short amount of time
- Change all classes heroes regeneration to whatever you want
- Basicly just do everything wc3 is not able to do, like freezing regeneration,
adding regeneration methods like Attack
- Allows you to have no mana at an hero, or simply use Rage or something like that which is gained each attack

What you need for this system:
- Change some of the WC3 Data to zero from Hero Attribute Gain (like HP, Mana each attribute)
- Add this system
- Add all classes of your map to the system (3, thats pretty easy)

To create a new hero and add the hero instantly to the classes herolist,
you would need to write in code: call HeroClasses.createHero('CLASSNAME', Player, X, Y, Facing)

Hope to hear from you. I think it would be damn nice for you, as you can use unlimited power for hero attributes now.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Dear CloudWolf, I am atm making an RPG-Class System which gives fully control of the hero. It will work as followed:

Create Class
Set Classdata

Add Hero from Class
// The hero will get the classdata
Add Heropackages (Like REgeneration)

Thats it! Here some examples what it does:
- Change the heroes Agy, Int or Str per level for each class
- Change the heroes Agy, Int or Str for a short amount of time
- Change all classes heroes regeneration to whatever you want
- Basicly just do everything wc3 is not able to do, like freezing regeneration,
adding regeneration methods like Attack
- Allows you to have no mana at an hero, or simply use Rage or something like that which is gained each attack

What you need for this system:
- Change some of the WC3 Data to zero from Hero Attribute Gain (like HP, Mana each attribute)
- Add this system
- Add all classes of your map to the system (3, thats pretty easy)

To create a new hero and add the hero instantly to the classes herolist,
you would need to write in code: call HeroClasses.createHero('CLASSNAME', Player, X, Y, Facing)

Hope to hear from you. I think it would be damn nice for you, as you can use unlimited power for hero attributes now.

To be honest... i dont get it.. The reason could be that i just woke up, idk.
Im just sitting here scratching my head.

And DOESNT ANYONE know that there is a freaking HUGE forum button at the top of the map description. we just get alot of stuff here when they can ask things like this there.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
If you don't get it, simply read it again.

Are you able to freeze a units regeneration from wc3? No.
Are you able to do actions per class in wc3? No
Are you able to change classdata in wc3? No.

This simply enhances wc3 with the great posibilty to do whatever you want with attributes/heroes/classes.

ohhh.. I think i get it now.
But for what reason would we need this? x)

EDIT:
I am stupid...
I just got a few ideas in my head. Like freezing health regeneration it battle :]
 
A few other features would be that you are able to change every unitdata ingame, with effecting only a unit, class or all classes. It also allows you to simply create a new hero with the class you want by gaining a Herostruct, which is fully customizeable.

Packages will perfectly fit to the whole system, so its up to you what you need.

Feel free to ask questions and/or contact me.

BTW, I tried to post there, but I have no permission.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
A few other features would be that you are able to change every unitdata ingame, with effecting only a unit, class or all classes. It also allows you to simply create a new hero with the class you want by gaining a Herostruct, which is fully customizeable.

Packages will perfectly fit to the whole system, so its up to you what you need.

Feel free to ask questions and/or contact me.

BTW, I tried to post there, but I have no permission.

Okey, your making me even more confused if you continue now.
Whats you MSN? i think its easier to talk there =D
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Darkholme, what version of JassNewGen are you using? If it's 1.5 are you using the default version or have you made any changes? I'm having trouble saving with the editor. Tends to crash.

Dear CloudWolf, I am atm making an RPG-Class System which gives fully control of the hero. It will work as followed:

Create Class
Set Classdata

Add Hero from Class
// The hero will get the classdata
Add Heropackages (Like REgeneration)

Thats it! Here some examples what it does:
- Change the heroes Agy, Int or Str per level for each class
- Change the heroes Agy, Int or Str for a short amount of time
- Change all classes heroes regeneration to whatever you want
- Basicly just do everything wc3 is not able to do, like freezing regeneration,
adding regeneration methods like Attack
- Allows you to have no mana at an hero, or simply use Rage or something like that which is gained each attack

What you need for this system:
- Change some of the WC3 Data to zero from Hero Attribute Gain (like HP, Mana each attribute)
- Add this system
- Add all classes of your map to the system (3, thats pretty easy)

To create a new hero and add the hero instantly to the classes herolist,
you would need to write in code: call HeroClasses.createHero('CLASSNAME', Player, X, Y, Facing)

Hope to hear from you. I think it would be damn nice for you, as you can use unlimited power for hero attributes now.

Thanks for you offer but Darkholme has just added a somewhat similar system. If you'd like you could always upload your system and we might end up using a portion of it if we find need for it. You will ofc. be credited as an volenteer.
 
Level 1
Joined
May 23, 2009
Messages
1
Bug in Diablo!

I have just discovered a bug!
I was fighting the 1000 pounder boss, and was low on health, so i turned and ran. I was the berserker, and I turned and used the Ultimate Shock Wave type ability, which you gain with 5 fury points. I was standing on the bridge when I did this. It seems to have killed the bridge. The bridge dropped down, and I was unable to move off the bridge. Possible increase life of the bridge? I must have destroyed it somehow, and was very annoyed as i was stuck, and could not continue.
 
Level 1
Joined
May 23, 2009
Messages
1
Please, dont even think to stop doing this map :thumbs_up:
You are doing a great job guys.. Keep like these.
Thanks for the map!
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
LTGH be happy! I got great news.

I've talked to a manager of Garena regarding the map. He brought the subject regarding the logo to the higher "ups" and they agreed on that matter that we could be an exception. This means you(CloudWolf) don't have to add any logo on the loadingscreen.

CloudWolf, if you'd like you could host(it might be a bit different from hosting on the hive btw) your map on Garena without actually advertising Garena. It's a win-win.

Oh, btw here is a quote:

It's okay. Sure. I've talked with the higher ups about this and they said it's okay not to have the logos or anything.
They're okay with being affiliates on the project website.
win-win.
If you guys confirm it's a go, then we'll have the site managers work on it right away. :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
LTGH be happy! I got great news.

I've talked to a manager of Garena regarding the map. He brought the subject regarding the logo to the higher "ups" and they agreed on that matter that we could be an exception. This means you(CloudWolf) don't have to add any logo on the loadingscreen.

CloudWolf, if you'd like you could host(it might be a bit different from hosting on the hive btw) your map on Garena without actually advertising Garena. It's a win-win.

Oh, btw here is a quote:

That for sure is a win-win =D
I always ask my friends to play on garena so i do advertise them actually :p
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
LTGH be happy! I got great news.

I've talked to a manager of Garena regarding the map. He brought the subject regarding the logo to the higher "ups" and they agreed on that matter that we could be an exception. This means you(CloudWolf) don't have to add any logo on the loadingscreen.

CloudWolf, if you'd like you could host(it might be a bit different from hosting on the hive btw) your map on Garena without actually advertising Garena. It's a win-win.

Oh, btw here is a quote:

Im certainly up for it :D It would be nice to get the extra coverage on the map :)

Sorry for not talking much recently, I've been busy :p I'll be back on monday though ;)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
CloudWolf, would it be any good if we actually protected official map and just made the open-sourced version available as a secondary download?

Just a thought as it would allow us to use WinOptimizer 4.8 to reduce the map's filesize even more and by that adding more content.

Edit: I tested the optimizer on the version DarkHolm.
I managed to reduce the filesize from 3,56 MB down to 3,01 MB. Pretty much 15% reduction in filesize.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Hmm, if you do it you should certanly make an official version of the map too, because this map was meant to be open source as far as i know. But as the tool safe you 50mb then i think its a go. It would make you aviable to add much more cool stuff in the map :D
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I have always wanted the map to be protected actually xP
Since i dont want my triggers to be open source.
It is made for this map, and i want it to stay in this map.
If people is stupid enough to de-protect a map to edit it, they are no-lifers and i cant do anything about that.
So id say, Protect it and leave 1.17 unprotected and protect 1.18
It is a HUGE difference between 1.17 and 1.18. So much new and changed stuff.
 
Level 20
Joined
Oct 21, 2006
Messages
3,230
Optimizing/protecting the map also cuts the map size and loading times down. So you should actually do that.

I take example from Dota (...), its one of the biggest maps around Battle.net, but in the loadingscreen is just takes 5 to 20 seconds (based on computers) to load. Some random RPGs around Battle.net can take one to two minutes...

But atm your map's file size is big mostly because of the models and that doesnt increase the loading time a lot.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Optimizing/protecting the map also cuts the map size and loading times down. So you should actually do that.

I take example from Dota (...), its one of the biggest maps around Battle.net, but in the loadingscreen is just takes 5 to 20 seconds (based on computers) to load. Some random RPGs around Battle.net can take one to two minutes...

But atm your map's file size is big mostly because of the models and that doesnt increase the loading time a lot.

If I'm not mistaken DotA not optimized is like 8 MB. Crazy stuff...

I have always wanted the map to be protected actually xP
Since i dont want my triggers to be open source.
It is made for this map, and i want it to stay in this map.
If people is stupid enough to de-protect a map to edit it, they are no-lifers and i cant do anything about that.
So id say, Protect it and leave 1.17 unprotected and protect 1.18
It is a HUGE difference between 1.17 and 1.18. So much new and changed stuff.

I understand your concern but it has been one of the main goals of this map to be open-sourced. Not to mention it's pretty unique for a map on this scale and popularity.

There are too many pros and cons in such a decision so CloudWolf has to make the decision.

hmm. I dont like that :/ I wouldnt copy your maps anyway, and deprotect SUCKS! But i like to see what you did, and learn from my mistakes, by looking at your stuff.

I think that's one of the strongest pros in a open-sourced maps. But consider this, this map is getting an insanely large amount of poplizity all across the internet and may soon be hosted on Garena. Garena users are pretty unknowing when it comes to custom map versions beside DotA and are easily tricked into playing versions which give an unfair advantage for the host.

Anyway to somethind different.
I've created a poll regarding what you would like to be the Archivist's role in the map
http://www.hiveworkshop.com/forums/...chivist-regarding-his-role-in-the-map-128874/
Vote.
 
Last edited:
Level 18
Joined
Sep 2, 2005
Messages
1,029
Hey Guys, I just got back, but im still kindof wiped. We don't need the hero system, unless we end up needing a system to spontaneously change stats.

I actually set up my own regen system last week. Presently It's just for mana, so that the barbarian gets mana via attacking instead of over time, but if they wanted it for hp I could easily copy my script and change the stat to health from mana and alter as necessary.

your system would prove quite cool for a map with multiclassing, but we can kindof do that already.

Also, if you guys want me to add the option to pause the regens, that's quite doable, i'll just insert 2 flags for each hero and you can set them on or off whenever necessary.
 
Hmm well but those things are not the only thing you can do in my system. I am also currently working on the Spells package, meaning you can accept easily to each heroes spell with this mega-object. Also How do you stop regeneration? Just add an -100% regen or what? And negative is -200% ?? Thats wouldn't be that good. With using the event a units health changed its triggered to often for me I think. You don't need to use my classsystem, but you'll see it makes life much easier.
 
Level 18
Joined
Sep 2, 2005
Messages
1,029
Also How do you stop regeneration? Just add an -100% regen or what? And negative is -200% ?? Thats wouldn't be that good. With using the event a units health changed its triggered to often for me I think. You don't need to use my classsystem, but you'll see it makes life much easier.

Umm, that's definitely not how I did it. I ditched the wc3 system for regen completely, and scripted one myself. negative would be -100%, stopping it would be a zero, in which case I would have it skip the line where it alters health.

We may use pieces of your system if we see something we could use that we dont have, but we have alot of our own stuff done already, and to be honest, in-house might be a better way for us to go anyways because then it's exactly what we want and how we want.

It's up to CW, but we have our own regen functions already.
 
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