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Pokemon RPG

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Level 16
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if no one is terraining right now...

might as well give me the map now so that i can terrain with it...since no one is really doing anything.. unless yixx and wazz still have things planned for it before i terrain it.

and as i terrain, im going to ask alot of questions, to help make this terrain good...esecially about where things are located.

Ok, i can send you the map this afternoon,,
But: There are some rules!
1) Do not touch ANYTHING in Object, Trigger, Sound or Import Editor,,
2) Do not place any units, buildings, regions, or cameras in the World
3) Do not terrain what i didnt tell you to terrain
4) Do make a good terrain =)

As for your job now: I would like to get the terrain for the demo ready,,
That means: The grass behind the Hometown, it has to become a grassland, some trees, you know,,
Then: You get in the city, but dont edit anything in it!
On the left side of the city there is a small part with 4 units in it, make it also grassland, the trees indicate the border to where it has to end,,
On the right side of the city, there should be a thick forrest, you should be able to see through it properly, but it should also look like a thick forrest =)
Then, the Demo Thing is almost done,, You can choose: The canyon, placed at the left side of the cave, the Cave, placed at left side of the City, between canyon and city, or Forrest, placed above the Castle city, (I indicated borders,, ill make them stand out this afternoon so you can see properly =) )
I hope you will make something nice =)
 
Level 18
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sounds easy.

one last question before you give it to me.

do yu want the grassland in geometric shapes, like in pokemon red and blue ?
where the grassy parts were in the shape of squares, and caves were squares and shit.

or do you want it to be a very detailed, and placed without shape restrictions and such....

in other words ... originalty ? or beauty ?
 
Level 16
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@HFR: I dont know when i am ready to release it, i need to find out how to see when a Pokémon learns a new attack,,
Other then that: I need to generate the appropriate attacks for the Pokémon that you can encounter,,
Also i need to make the Pokémon Evolve when gaining the right level (i already entered all the levels so thats one thing less =D)
And i need to fix/edit/make better the Battle System,,

@thedeathhunterxx: Needs to be detailed, no traditional Pokémon grounds,,

@LoS: I dont know, maybe i come up with some system some time, ill let you know then ;)

@Wazzz: Wazzz, get your ass over here! xD Other people also want to know your ideas!
 
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Idk, if thedeathunterxx wants to show it, he will put some screenies here,,
I personally like to see how it will become =D

EDIT: LoS, i found the cause of the bug, hold Left Arrow key for a long time and then release it, it goes round and round until you hold right for some seconds =S,,

Oh, and make it hill-proof is easy =D
  • Custom script: set udg_Cam_Z_Offset = GetLocationZ(GetUnitLoc(udg_Cam_Unit))
I know it leaks a location, but that works =D,,And that location is fixed in 2 mins xD
(And then of course change height offset to Cam_Z_Offset )
 
Level 16
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Nice =D,,
Oh, and the Z offset, you put that in? Well, currently that would only work for Ground units,,
So: This would be working also for Air units
  • Custom script: set udg_Cam_Z_Offset = GetLocationZ(GetUnitLoc(udg_Cam_Unit))
  • Set Cam_Z_Offset = Cam_Z_Offset + (Current flying height of Cam_Unit)
If you put this in it, it would be the awesomeness itself! =D

But you Did fix the Turn round and round and round bug? =P
 
Level 16
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Hehe, ok,,
But it has nothing to do if you pause or write a message, look for yourself, even if you dont write anything, holding the left arrow key will make it spin around itself, without stopping, and it gets faster if you hold it longer,,
Idk if you also meant that but the thing about message/pause is no problem to me ;),,
But the other one is,,

-Yixx,,-
 
Level 16
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Have you got any experience? Anything to show me how good you are? Anything? =P
(Currently thedeathunterxx is working on it for a few days,,)
If you can prove to me that you are a proper (or better) terrainer (some screenshots of self-made terrains) you are welcome to the team,,

That would set the terrainers to 2 members (havent heard from shanghai or kimpakim7 anymore =\ )

To Shanghai and Kimpakim7: If you still want to terrain, contact me!!

(Put the pics in pastebin, or some terrain show thing if you want, but i prefer not on this thread ;)
 

HFR

HFR

Level 22
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Thank God that you gonna make the terrain realistic instead of square shapes, we have to keep the tradition, but always innovating!

Also, if Mr. Wafflez is an good terrainer, we should accept him, because thedeathhunterxx, even being an awesome terrainer, cannot make all alone (He have to many projects), and is good, as the map will have two different styles of terrains. But, if Mr.Waffles steals something or mess the triggers, Yixx will punish you!! MWAHAHAHAHA!!!! (seriously, please don't steal or mess anything.)
 
Level 35
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BAH, in my eyes, almost anyone can do a good terrain. But creating art out of the vision of another person is almost entirely different. As Yixx says, post us an example of your work, but do it like this:
I want to see your take on a barren wasteland. The map size should be 64x64 (a small map indeed XD), and I want it to have a tall mountain on the top right with a path down in front of it that branches to 2 different directions around a small mound, only to meet at the other side. Manage that, and you might just have a chance.

Also, ppl seem to forget that I'm capable at terraining and that HFR has also given his word that he could, if needed, work on it as well. However, it is mainly coming up with ideas that what I do and the same goes for HFR (good thing we have a similar vision lol :p), so if you're good, we'd be more than happy to pass the position on to you.

Speaking of deathhunter, when you get this message, can you plz tell us how you're goin'? We miss you already :'(.
 
Level 15
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Ok, the Camera system is updated. Fixed the bug, and now it supports hills. Working on a command to turn off the "hill" support.

CameraSystem v1.1 - The Hive Workshop - A Warcraft III Modding Site

I won't work on the "player 1" only version. Just use the new one, and you be fine.
no, i won't be slower because of 12 players (atleast not noticeable slower.)
 
Level 16
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Ok, the Camera system is updated. Fixed the bug, and now it supports hills. Working on a command to turn off the "hill" support.

CameraSystem v1.1 - The Hive Workshop - A Warcraft III Modding Site

I won't work on the "player 1" only version. Just use the new one, and you be fine.
no, i won't be slower because of 12 players (atleast not noticeable slower.)

Hehe, i dont care! ^^,, this would also be better for the Multiplayer map, so we wont have to import some other system =P
Oh, if you dont want to edit the thing i posted on the Camera Thread, its your opinion, but in my game i want it to check Z of unit, not of position of camera ;D
(BTW, i can edit that myself xD)
 
Level 15
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The problem with that, is that you can still look through the ground, then.
Heres an example:
 

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Level 16
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Yeah, that is right, but what if you check the height still (same way) but make it follow the units height, if the current height AT position of the camera is less then or equal to (Height of camera - 10) then set angle of attack to + 5 or so?
 
Level 16
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uuh, ill set it in steps:
1) Check height of unit and position of unit (what you already did) change it to that height
2) Check if (Height at (Position of Camera) less then or equal to (Z offset at position of camera)
3) Then set angle of Attack = +5
4) Else do nothing and enjoy the camera system =)

Dont get it? Ill download the camera system, try it myself and send you in a few mins ;)
 
Level 16
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Ok, forget what i said, tried but it didnt work =(,,
But, as my map wont have too high mountains (except for the volcano) it wont be a problem =)
And for the volcano, ill figure something for that out =P

This is what i did:
  • Height offset Check
    • Events
    • Conditions
    • Actions
      • Custom script: set udg_Cam_Zoffset[2] = GetCameraEyePositionZ()
      • Custom script: set udg_Cam_Zoffset[1] = GetLocationZ(GetCameraEyePositionLoc())
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Cam_Zoffset[2] Less than or equal to (Cam_Zoffset[1] + 10.00)
        • Then - Actions
          • Camera - Set (Player((Integer A)))'s camera Angle of attack to ((Angle of attack of the current camera view) + 5.00) over Cam_Smoothness[(Integer A)] seconds
        • Else - Actions
Ok, people, get your asses over here and help me! =P
I need to use a factor for 'Super effective' 'Not very effective' and so on,,
Now i have found this site, which contains a table of all attack types and how good damage they do on every type
http://www.serebii.net/games/type.shtml
Now i want an easy system to check if it does double, 4 times, half or 1/4 damage,,
Of course i could make an huge If/Then/Else, but that is stupid -.-
I have made an Buff array variable,
Buff[1] = normal
Buff[2] = Fire
(Buff indicates Pokémon Type(!!!!!) )
and so on (The same order as on the site)
Also, if the attack is normal, the integer variable i made is 1,
if it is a fire atack, it is 2 (as the buffs,,)

Is there an easy way to check every possibility? I depend on you =P
 
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Level 35
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Don't forget that the 4x can be accomplished by checking 2 variables at once and so on. It's good you have the buffs, you based the 'type' abilities off of an Aura and removed the stats and effects and such, right? Cause that's the way it's done ;).

Well, you have set them to an integer variable, which is great :D. Now, lemme think a bit here... I'm not sure how to do it aside from a huge if/then/else statement, to be honest here. It might be the only way, unless someone knows of how to do it otherwise. Also, I don't think the if/then/else statement would be to create another variable, but rather it would be for each ability.

If it were done via the if/then/else statement (which, on a bonus, would be easy to copy, paste and edit after making the first ability ;D), you would have no need for the integer variables designed for each type. However, I think the integer variables might be able to be used to simplify things, I just can't think of how yet... :(
 
Level 18
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that type of RPG camera, where the height is fixed is kinda hard to create.

however someone did make a good RPG camera with height change.

Its Dark Invasion II V 2.11 ... It has a good RPG camera system,.. but its complicated.
but thats what Yixx is trying to get at.

and ohh, im starting on the terrain now.
 
Level 16
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@ thedeathunterxx: Well, LoS' system is easy to edit for me, not only cause he made the max distance, min distance, increase values and smooth factor, but because i fully understand every action he does in it =)

@ Wazzz: I have been thinking, if i put:
IF Attacktype == 1 (Normal)
Then
IF OR Unit has Buff1
Unit has buff 2
Unit has buff 3
Then Set Factor = Factor x 2

I have been thinking about this, but what if it has buff 1 AND 2? Then it wont be x4, but x2, so even if i want it in a short if/then/else, i would have to make a different if/then/else for every type that could have effect on it!

I think there is no system for this =(
So ill make a huge if/then/else

@ HFR: Your Signature Rocks!:ctwist:
 
Level 16
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Well, since i got nothing to do but triggering, (terrain is being done) i will try for myself now,, if you want, you can also try =D,, Let's see whos the better triggerer here >=D

(Try to use the Buff Array variable, since it would be easier to implent (I only have to set the variable then)
 
Level 16
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Yeah, but also this:
If you use a fire attack on Water/Rock (pokémon that is Water AND Rock)
It should do 1/4 damage (0.5 x 0.5),
And if you use Fire on grass/ice (Pokémon that is Grass AND ice)
It should do 4x damage (2 x 2),,
And it should of course check for no damage ^^ (Normal attack on Ghost Pokémon)

No need to be a system, justa huge If/Then/Else is ok =P
(the factor is a REAL variable =)
 
Level 15
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Yups ^^,, and if you use fire on Grass/Water, it returns 1 (fire on water is x0.5, fire on grass is x2, so returns 1)

Mine is already done ^^,, i just need to set some variables, it has 3 loops within each other =P

{EDIT}
Ok, i found out my system wouldnt work ^^
So i remade it, and now it should =D,,
Still need to put in some variables,,
It used an integer based on the type of the target, so it wasnt such a bad idea after all wazzz xD

This is the variables (Which i still need to complete)
The Name stands for attack type, the array for the target type
(0= no damage,, 1 = half damage,, 2 = double damage)
  • Factor Damage Integers
    • Events
    • Conditions
    • Actions
      • Set AF_FactorNormal[13] = 1
      • Set AF_FactorNormal[14] = 0
      • Set AF_FactorNormal[17] = 1
      • Set AF_FactorFire[2] = 1
      • Set AF_FactorFire[3] = 1
      • Set AF_FactorFire[5] = 2
      • Set AF_FactorFire[6] = 2
      • Set AF_FactorFire[12] = 2
      • Set AF_FactorFire[13] = 1
      • Set AF_FactorFire[15] = 1
      • Set AF_FactorFire[17] = 2
      • Set AF_FactorWater[2] = 2
      • Set AF_FactorWater[3] = 1
      • Set AF_FactorWater[5] = 1
      • Set AF_FactorWater[9] = 2
      • Set AF_FactorWater[13] = 2
      • Set AF_FactorWater[15] = 1
      • Set AF_FactorElec[3] = 2
      • Set AF_FactorElec[4] = 1
      • Set AF_FactorElec[5] = 1
      • Set AF_FactorElec[9] = 0
      • Set AF_FactorElec[10] = 2
      • Set AF_FactorElec[15] = 1
      • Set AF_FactorGrass[2] = 1
      • Set AF_FactorGrass[3] = 2
      • Set AF_FactorGrass[5] = 1
      • Set AF_FactorGrass[8] = 1
      • Set AF_FactorGrass[9] = 2
      • Set AF_FactorGrass[10] = 1
      • Set AF_FactorGrass[12] = 1
      • Set AF_FactorGrass[13] = 2
      • Set AF_FactorGrass[15] = 1
      • Set AF_FactorGrass[17] = 1
      • Set AF_FactorIce[2] = 1
      • Set AF_FactorIce[3] = 1
      • Set AF_FactorIce[5] = 2
      • Set AF_FactorIce[6] = 1
      • Set AF_FactorIce[9] = 2
      • Set AF_FactorIce[10] = 2
      • Set AF_FactorIce[15] = 2
      • Set AF_FactorIce[17] = 1
      • Set AF_FactorFight[1] = 2
      • Set AF_FactorFight[6] = 2
      • Set AF_FactorFight[8] = 1
      • Set AF_FactorFight[10] = 1
      • Set AF_FactorFight[11] = 1
      • Set AF_FactorFight[12] = 1
      • Set AF_FactorFight[13] = 2
      • Set AF_FactorFight[14] = 0
      • Set AF_FactorFight[16] = 2
      • Set AF_FactorFight[17] = 2
      • Set AF_FactorPoison[5] = 2
      • Set AF_FactorPoison[8] = 1
      • Set AF_FactorPoison[9] = 1
      • Set AF_FactorPoison[13] = 1
      • Set AF_FactorPoison[14] = 1
      • Set AF_FactorPoison[17] = 0
      • Set AF_FactorGround[2] = 2
      • Set AF_FactorGround[4] = 2
      • Set AF_FactorGround[5] = 1
      • Set AF_FactorGround[8] = 2
      • Set AF_FactorGround[10] = 0
      • Set AF_FactorGround[12] = 1
      • Set AF_FactorGround[13] = 2
      • Set AF_FactorGround[17] = 2
      • Set AF_FactorFly[4] = 1
      • Set AF_FactorFly[5] = 2
      • Set AF_FactorFly[7] = 2
      • Set AF_FactorFly[12] = 2
      • Set AF_FactorFly[13] = 1
      • Set AF_FactorFly[17] = 1
      • Set AF_FactorPsych[7] = 2
      • Set AF_FactorPsych[8] = 2
      • Set AF_FactorPsych[11] = 1
      • Set AF_FactorPsych[16] = 0
      • Set AF_FactorPsych[17] = 1
      • Set AF_FactorBug[2] = 1
      • Set AF_FactorBug[5] = 2
      • Set AF_FactorBug[7] = 1
      • Set AF_FactorBug[8] = 1
      • Set AF_FactorBug[10] = 1
      • Set AF_FactorBug[11] = 2
      • Set AF_FactorBug[14] = 1
      • Set AF_FactorBug[16] = 2
      • Set AF_FactorBug[17] = 1
And this is the actual damage calculator
  • Factor Damage
    • Events
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 17, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (AT_Target has buff Pkmn_Buff[(Integer A)]) Equal to True
            • Then - Actions
              • Set AT_TargetType[1] = (Integer A)
            • Else - Actions
      • For each (Integer A) from 1 to 17, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Integer A) Not equal to AT_TargetType[1]
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (AT_Target has buff Pkmn_Buff[(Integer A)]) Equal to True
                • Then - Actions
                  • Set AT_TargetType[2] = (Integer A)
                • Else - Actions
            • Else - Actions
      • Set AF_AttackFactor = 1.00
      • For each (Integer B) from 1 to 17, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AT_TargetType[1] Equal to (Integer B)
            • Then - Actions
              • Set AF_AttackFactor = (AF_AttackFactor x ((Power((Real(AT_TargetType[1])), 2.00)) / 2.00))
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AT_TargetType[2] Equal to (Integer B)
            • Then - Actions
              • Set AF_AttackFactor = (AF_AttackFactor x ((Power((Real(AT_TargetType[2])), 2.00)) / 2.00))
            • Else - Actions
 
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Level 16
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Haha, well then we know that this would be a good system i guess ^^
Ok, i got my first quite big problem now:
I have Armor stated as Defense Stat, how can i check the armor of a unit/hero?
(Or am i being just really blind now? o_O)
 
Level 35
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I think it automatically takes armour into acount, but perhaps we could make Agi the Defense and move that into the equation? As long as attacks do a minimum of 1 damage, it should be okay. I think the equation already takes it into account, anyway :p

As for the terrains, they are interesting, but no actual proof of him being worthy. You see, we already have one of the best (deathhunter) and I am also fully capable of terraining, so the question is whether or not we actually need another terrainer. I personally think we might even have enough ppl already. I mean, we have Yixx and Lord of Sausage on triggering, deathhunter and, if you so desire, myself on terraining, and me on gameplay. We even have HFR on other, where he does a bit of everything, so what positions are actually left open?
 
Level 3
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It does look nice, And i dont have any ideas with your problem ask around for some help, I reckon its possible in Jass. and yeah the Terrain link is invalid.
 
Level 16
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Well, yeah, Wazzz, you are right,, as i hate rejecting people and saying no to someone, i think i will have to say it to Mr.Wafflez =(

Ok, now we have enough people i think,,
Me
Wazzz
Lord_of_Sausage
HFR
thedeathunterxx

all we need: A good modeler! (As i threw Niddhogg-kun out)

@ thedeathunterxx: Could you tell us about the terrain so far? How far are you done with what needed to be done?
Can you show us a preview? When will it be done? =P
Cause i need to trigger a lot before the demo can get here,,
 
Level 16
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You said you wanted it a long time ago,,
Then some time later i asked here, but no reply
I sent you a private message, but also no reply =\
I think we got enough terrainers now,,
But you say you can model? =O
I would rather have you as modeler then as terrainer! Since i got no modelers =(
 
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