Hi guys, I have few questions about (SINGLE PLAYER!) RPG I am trying to make, so if anyone could help me it would be appreciated.
I started with this map about month ago and I've been doing things on it for about 2-3h per day (I don't have a lot of free time). I took the biggest size map intentionally, so I could learn more about map making while I'm doing it (yeah, it helped alot). To be short, so far I've made at least 80% of triggers to do exactly what I want, but still I am not satisfied. I know it can all be done lot better and more efficiently.
So here's an basic idea of the RPG:
1. I am trying to mix essence of wc3 and classic rpg games like (Icewind Dale and Baldur's Gate) so in other words, it's going to have race, class and alligment.
2. You will play as "evil" side, your main hero would be Undead.
3. You will have NPC heroes that will join your party, they can either be other Undead or any other "Evil" character.
4. There will be interaction between the characters in your "party" and specific events. eg. if you have NPC hero X and NPC hero Y, they will either do great with each other, or they will act like spoiled brats. (Based on their race, class and alligment. eg. Fighters might not get along with mages, because they hate "magic" and so on, or some NPC will refuse to join\leave the party because NPC Y is there)
5. Items will be class based
6. Different approach to "sorcerer" and "mage" type of spells. I though that sorcerer type gains spells like regular heroes on level up, while mage can buy scrolls and books from shops.
7. I am trying to allow player to fully customize his heroes. So far I only made custom stats that you can chose on level up and it works well.
8. There are few other things, but not to bother you, this is too much anyway...
9. Thief "rpg skills" like find\disarm traps, pickpoket, backstab and so on...
10. the plot itself should have fair amount of serious and silly moments. For me, having only dark and *very serious* stories in wc3 just doesn't work, because of the cartoonish nature of model\engine (I mean, drunken Panda. Seriously?)
11. Hidden secrets, traps can be found on location. Hidden levels and bosses. Specific events that can happen only if player (hero) has this or that.
so, from all of this, I have few questions of how I can make:
1. Custom multiboard that would track down custom stats on each hero you have. I want to have separate multiboards for each hero.
2. Mage spell system. I though of making different spellbooks for each level of spells, then replacing spellbooks and adding spells mage has learned to new spellbook (or old). This would require lot of custom spellbook, and is there any way this could be done more efficiently? Also, there might be a problem when you want to "erase spell" from spellbook. I'll also need to set maximum number of spells that mage can "learn" per spellbook level, determinated by some attribute (let's say intelligence)
3. For a sorcerer I just added spellbook with few levels, so when hero levels up to a specific level, I just increased spellbook to another level which contains new spell. But I would like for player to chose which spells he can learn for sorcerer hero, and I am not sure how to do this. Maybe with dialogue buttons, but how do I add spell full description to dialogue?
4. I added "feats" (pretty much same as spells, but they are passive and give things like "+4 to armor", "allow this unit to use X items" . I've done this by making dummy spellbook that shows up on level up (learning), one spellbook that displays "feats" on hero (does nothing), then if you learn that feat, it adds that feat's ability to hero (which is hidden). I think this could be done better, but again, I am not sure how to do this.
5. Custom inventory... No matter how I do it, I can't get it to work.
I need pretty much the standard inventory system that's found on any other RPG (rings, amulets, armors, two-handed weapons and so on) but only to be determinated who can use item based on class\race.
6. Should I change "evil" side play to "good". More I get into this, I feel that "evil" side is out of place for story, since I can't make satisfying Undead cities (what the heck is Lich doing in Elven city?. There's also a limit of Undead units\buildings, so cities would more or less look exactly the same), and some things would look silly like placing moral dilemma quest on Undead hero "should I let his one live or die?" I mean, what a heck, you are Undead? Also, having cheerful undead bard is kinda silly, y'a know?

Sorry about the huge post, but I don't want to make lot of threads. I'll post my questions\request here if it's possible.
+rep to anyone who is willing to help.
I started with this map about month ago and I've been doing things on it for about 2-3h per day (I don't have a lot of free time). I took the biggest size map intentionally, so I could learn more about map making while I'm doing it (yeah, it helped alot). To be short, so far I've made at least 80% of triggers to do exactly what I want, but still I am not satisfied. I know it can all be done lot better and more efficiently.
So here's an basic idea of the RPG:
1. I am trying to mix essence of wc3 and classic rpg games like (Icewind Dale and Baldur's Gate) so in other words, it's going to have race, class and alligment.
2. You will play as "evil" side, your main hero would be Undead.

3. You will have NPC heroes that will join your party, they can either be other Undead or any other "Evil" character.
4. There will be interaction between the characters in your "party" and specific events. eg. if you have NPC hero X and NPC hero Y, they will either do great with each other, or they will act like spoiled brats. (Based on their race, class and alligment. eg. Fighters might not get along with mages, because they hate "magic" and so on, or some NPC will refuse to join\leave the party because NPC Y is there)
5. Items will be class based
6. Different approach to "sorcerer" and "mage" type of spells. I though that sorcerer type gains spells like regular heroes on level up, while mage can buy scrolls and books from shops.
7. I am trying to allow player to fully customize his heroes. So far I only made custom stats that you can chose on level up and it works well.
8. There are few other things, but not to bother you, this is too much anyway...
9. Thief "rpg skills" like find\disarm traps, pickpoket, backstab and so on...
10. the plot itself should have fair amount of serious and silly moments. For me, having only dark and *very serious* stories in wc3 just doesn't work, because of the cartoonish nature of model\engine (I mean, drunken Panda. Seriously?)
11. Hidden secrets, traps can be found on location. Hidden levels and bosses. Specific events that can happen only if player (hero) has this or that.
so, from all of this, I have few questions of how I can make:
1. Custom multiboard that would track down custom stats on each hero you have. I want to have separate multiboards for each hero.
2. Mage spell system. I though of making different spellbooks for each level of spells, then replacing spellbooks and adding spells mage has learned to new spellbook (or old). This would require lot of custom spellbook, and is there any way this could be done more efficiently? Also, there might be a problem when you want to "erase spell" from spellbook. I'll also need to set maximum number of spells that mage can "learn" per spellbook level, determinated by some attribute (let's say intelligence)
3. For a sorcerer I just added spellbook with few levels, so when hero levels up to a specific level, I just increased spellbook to another level which contains new spell. But I would like for player to chose which spells he can learn for sorcerer hero, and I am not sure how to do this. Maybe with dialogue buttons, but how do I add spell full description to dialogue?
4. I added "feats" (pretty much same as spells, but they are passive and give things like "+4 to armor", "allow this unit to use X items" . I've done this by making dummy spellbook that shows up on level up (learning), one spellbook that displays "feats" on hero (does nothing), then if you learn that feat, it adds that feat's ability to hero (which is hidden). I think this could be done better, but again, I am not sure how to do this.
5. Custom inventory... No matter how I do it, I can't get it to work.

6. Should I change "evil" side play to "good". More I get into this, I feel that "evil" side is out of place for story, since I can't make satisfying Undead cities (what the heck is Lich doing in Elven city?. There's also a limit of Undead units\buildings, so cities would more or less look exactly the same), and some things would look silly like placing moral dilemma quest on Undead hero "should I let his one live or die?" I mean, what a heck, you are Undead? Also, having cheerful undead bard is kinda silly, y'a know?


Sorry about the huge post, but I don't want to make lot of threads. I'll post my questions\request here if it's possible.
+rep to anyone who is willing to help.
