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RPG Myriad

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RPG Myriad




Introduction:

Myriad is a massive world populated by player characters who have the potential to become whatever, to do whatever it is that their hearts desire.
Characters will become mighty heroes that can battle countless foes, build trade empires, delve into the mystic arts, and bend the elements to their whim.
They can alter the very landscape with their mighty arts, and all men and animals will bow before them as masters of Myriad.

Yet the journey to become such a hero is long and perilous, the cities of Myriad abound with people, yet not all of their intentions are benign. You will have to face adversity, not just from the Orcs to the east, or from the reclusive desert people, but from each other will heroes have to contend.

What a hero is capable of will depend entirely upon the choices you make, he can be anything from a boy thief, to a warrior king or a powerful mage.

Myriad holds many choices, but not all of them will lead to your triumph. Choose well, and you may rise as the champion of all that is Myriad.


Game Overview



This game is RPG in every sense of the word.

Before the game begins, you must create your character. This Hero Creation will go beyond simple class choice, you will choose your race, your name, your gender, your speciality, your background, your attributes... This could include details such as your family, orphan or sibling, was your father human or nightelf?

Once you are satisfied with your character, you may begin the game, and your character will be generated. What choices you have made will decide your character, as well as many possible hidden attributes and potential he may have.

A character is capable of achieving anything, yet your choices will determine the role you wish to play, and thus your character will be given strengths in those areas to reflect this. Details will be covered in Hero Classes.

Once you are in the game, everything is completely open. You may start in the main Human City, or your beginnings may start with one of the Orc Villages to the east, depending on the choices you have made.

There is a central storyline that can heavily affect the game, but a player can choose whether or not to involve himself in it, or be involved at a later date. Many things may advance the storyline, certain events, certain statistics, if a player forces it to advance in various fashions.

Death itself begins a entire storyline in itself which will closely affect the central thread. The storylines will be designed to be as accomodating as possible, the storylines can function without any players, and it can integrate other affecting storylines into it seemlessly.
Hopefully this will make the Quests more than simple primary and secondary objectives that have a set function and reward. This storyline feature will totally immerse the player so that they feel that they are actually part of an event that is happening right at that moment!

Gameplay Features

Hero Classes:
These are guiding principles for the roles a character may pursue. Pursuing one role does not eliminate the other roles for the character, instead the following classes are simply indicators.

Leader: A Leader is an inspiring character, whose very presence inspires others, and makes them eager to accomodate him.
The player of this character will typically have a wider field of vision than others, the strength of which depends on the prowess of your character in that field. The camera will be pulled further out in response to character's shouting strength, which will allow him (or you) to command troops over a larger area.
Also, this ability also means he can communicate with other players over a larger distance.
Human parentage increases default talents in this area.

Druid:
The Druid currently features Cast Rain and Summon Plant.
A druid is master over the elements, he can draw the elemental essences from the very earth, or even the buildings of stone and wood in the great human cities.
In other words they can manipulate the nature, creating powerful weather spells to summon rain and storms, or growing grass where before it was barren. They have a powerful hold over the environment which they can use to tip the advantage in their favour.
Nightelf parentage greatly increases default talents in this area.

Shaman:
The Shaman currently features Raise Earth and Scour Earth.
You'll find a shaman to be in many respects a twin role to the Druid, but where Druidic talents may use nature to their benefit, shamans can alter the very landscape, pushing up hills, and sinking mountains. They commune with the spirits of the elements.
Orc parentage increases default talents in this area.

Wizard
The Wizard currently features Summon Elemental.
Wizards are a powerful role of Myriad. They are the mystic sages of all arcane knowledge, and there is virtually nothing beyond their grasp. They commune with no spirits, but instead bow only to the God of Knowledge.
Parentage has no relevance here, other than the fact that you were born.

Trader:

Is currently possible to Buy Mercs.

This is deserving of being recognised as a role because trade is such a huge and vital part of Myriad. Without traders to peddle their goods, items and mercenaries between the cities, Myriad would simply collapse into chaos.
Traders have a large number of related entrepeneurial skills, some of which correspond to some that you would see the Leader to possess. But they have natural talents in getting the best bargain for themselves, and they can be welcomed into any community with open arms. Traders may not be powerful heroes, but their financial prowess allows them to behave with all the arrogance of one.
Human parentage increases default talents in this area. (Goblin parentage is also assumed to boost these talents, but we hope you weren't so unlucky.)

Thief:
The Thief currently features Throw.
This character is a wily street smart entrepeneur of people's pockets. This is a cousin of the Trader, and both thievery and trading profit from skills in this area.
Any good parentage is unlikely in this area.


These are simply the most iconic roles that all the various skills and talents and training might afford a character, there are a Myriad more skills that can be learned to improve and define your character.

Personal Mounts

Each character may choose one animal for his personal mount. That animal is not always necessarily a horse.
If a character is to choose a mount, he might consider things like:
What does it cost?
What level of vegetation may it graze?
How fast is it?
How good is it's condition?
Is it large enough to bear me?

A personal mount is a large asset, but also a responsibility, the horse relies on its owner to make sure it is fed, well conditioned, and is allowed to recuperate on occasion. The mount may not even like you to begin with and may be fractious, stopping to graze despite your best efforts, and attacking you when you attempt to mount and dismount.
This can be quite a chore with a fresh mount, but over time a horse will grow and learn to be a less fussy eater, and it will become more a companion.
Horse's do not share experience with the hero, if you keep your horse stabled for a long period under the ministrations of a hired groom, you may return to find that not only is it in bad condition, but that it is almost completely ineffectual as a mount.

A player may use his mount to race in the racecourses provided in the two Cities, and more racecourses may be unlocked.
The prize for winning is determine prior to the race and you can race against NPC or player. Be aware that the races are dangerous events, make sure you and your horse are conditioned and ready for it.

Nothing in Myriad is permanent. City buildings may be razed or demolished, citizens may be massacred, and everything laid to waste, but this will not mean the end. If even a small fraction remains, citizens can elect a new mayor, rebuild their town, and flourish once more.

Mount Types:
Horse
Pig

(Still to come)
Scorpion
Wolf
Bear
Kodo Beast
and many more...

Cities

Citizens: You'll find that the citizens do not aimlessly wander around, they have specifics goals as well that contribute to the community, the citizens can perform all the task that you yourself might be called upon to do.
Such as fishing, lumber harvesting, smithing, contruction, marketing, trading, and more besides. The working bustling economy of a great city.

So far, the groundwork for citizen AI has been laid. The map features a mini economy set up in the top left corner. Unfortunately, certain restrictions prevent it from being used full scale at this time, but it should be available relatively soon.

Guards: Though Guards are technically the same group as the citizens, AI demands are somewhat different with the military.
Guards are responsible for the protection and safeguarding of the city and its denizens, from threat without an within the city. This means that while they will kill enemies on sight, they will also treat criminals with less than gentle behaviour. Players who make their way as Thieves will find learning to outwit and outmanoeuvre guards to be essential to gaining control of the streets. And they will find themselves in unique positions of power that can be used to sell your talents to the enemy, if you aren't burdened with an overabundance of morals.
Sabotaging defenses, opening the gates, working at the political and economical infrastructure from within, these are all the shadowy talents of those who follow the path of the Thief.
Guards and citizens in general have a unique AI system that means that nothing is fixed, being allied with them doesn not make you exempt to any rules. Even if they were your OWN units, they would still behave in a manner that their role and AI dictate.


Mayor:
This is the person with whom all final responsibility rests. All Law rests in his hands, and he may alter it at will. he decides what constitutes as contraband or not, he approves building locations in relation to the overall city structure. He is the local equivalent or a lord or king, and to become Mayor by whatever means is a glorious route to power.
The Mayor organises and controls the citizens under his rule, and determines the path and goals of the City.

Systems

The big foundation system for these three is the overlaying Physics system I've invented! That's right, real physics in Myriad! Momentum, force, velocity, real physical interaction will all be a part of it!

You can find out for yourself in the game, or you can keep reading for the spoiler!

1) Collision - This was my very first system idea out of these three. A knight can charge the enemy, and scatter them with use of the physics formula f=ma. This also causes 'trauma' damage based on the difference of forces / mass of enemy unit. A horse is a heavy beast so it can charge through a whole swathe of enemies, but it will eventually slow from hitting so much meat.
This system is currently installed on only the Jockey and his Horse you can find in the southern part of town to the right of Hero. Also, the Jockey/horse relationship has been completed solved thanks to MindWorx and others, you can now control your horse simply by ordering the Jockey, and now your hero can attack from horseback!

2) Pirates! - My second system. Basically this is an attachment system based on the Hero Mounting system (again, thank you MindWorx), that units to actually be present upon a shiup or a building, and not just sitting inside the cargohold. There is a small fleet of Pirate ships by the dock for you to play with, and there are enemy pirate ships along the river.
This is obviously first implementation, and is to provide an example of what is to come.

3) Slope Movement - This was the toughest, but the most rewarding! Now the game is truly 3 dimensional! No more static movement of units regardless of slope or incline, now your heroes actually move slower going uphill and faster downhill!
The FarSeer to the east of the City is equipped with this trigger, why don't you go take him for a spin? There are a few hills around, north-east is the test hills I created, but there is a northern one as well that you might have already seen.

Combat System:

This has just been begun in recent updates and so far it's progressing quite well. A damage system is currently in place for units wielding swords, as well as a rudimentary defense system with shields. Only swords and shields are usable at the moment until certain structs and functions are installed.

Sword damage is calculated by the strength of attacking unit, the penetration of the weapon and it's mass. Also trauma force, which translates to knock back (later will damage stamina), is calculated by whatever force is left over. If a sword of 70% penetration successfully bypasses a unit's defense then the trauma force would be 30% of full strength. If the sword is successfully blocked however, then it becomes 100% trauma force.

Also swords sweep in an arc from the right, damaging all units in its path, and shields protect only a 160 degree arc in fron of the unit for the time being.

All subject to improvement.


Updates: 13

What was included in update: 9


Decided to revert the Shield facing to equal the unit facing, so a unit will always defend right in front of him, this is much easier and simpler for the moment and may in fact stay this way, unless I make it that units can strike from different angles etc.

Added a whole bunch of stuff from the missing update:

(Much of the below is testable with the Archmage next to the test Town.)
Messages:
You can now write messages onto scrolls etc. Basically, you just need a scroll in slot 1, and use the Write Message ability, then type a message while it is activate. You may enter multiple messages, and then when you have finished writing your message(s), then you can deactivate the ability to store the message to scroll. Same with Card of Conversing, but you may notice that the Cards of Conversing in the Archmage's inventory have a unique ability. They all share the same message! This will become very useful for Players that can acquire such rare gyspy items.

Cursing - You can curse an item. Whoever or whatever picks up that item will be Cursed, and will suffer 1 damage per second until the Curse is removed, or they get rid of the item.

Plague - This is a permanent version of a Curse classification. Plagues must be cured, they will not go away when the Plagued item is removed. Thus Plague can spread quickly and quietly, spreading to every other unit and item they come into contact with.

Made a whole bunch of useless full scale buildings on the map, just to get a sense of sizes. Have been speculating about reducing unit sizes and zooming in camera, so that the map has more room for full scale stuff.

Summon Elemental - The Archmage can create elementals from the very substance of a target unit. He can summon earth elementals by transferring the stone in a building to his creation. (Only Summon Earth Elemental is possible at the moment as a test.)

Buy Merc - You can buy a Writ of Ownership off a Pandaren Brewmaster in the city, and use it to buy a merc!

Update Number: 10

Test Ogre AI - This is a powerful system that will revolutionise the way the game is done. The lines between units
and players will blur and fade, and allegiance is a matter of individual personality. This powerful AI system
should provide some of the most exciting changes yet to be effected in Myriad. It's gonna be alsum!

The Test Ogre AI is complete! The three simple functions I put in are fully working. I've put in a Combat and Flee
sub-AI, Combat AI has a sub-routine of its own. Also, the AI will not continue after the unit's death.
Have a play with the Hero by the North Cave. Follow his instructions and then sally forth to battle with the
gruesome Obum the Ogre! The Hero has about five times what his HP would usually be, so you should have little
trouble dispatching the armourless Ogre. Nevertheless, make good use of your Big Roar and Adrenalin abilities!


The important thing to note about combat is Impressiveness (Renamed from Dangerousness). If the Ogre feels that you are more impressive than he is, he will try to run away instead of fighting you. At the moment this AI system
is only in place for the Cave Ogre and the Hero. But have fun! You should be able to see from this test that the denizens of Myriad will be cunning and dangerous opponents in the near future.

Spell System - Another brand new system heralding the revolution of Myriad!
Too much to explain here also. Suffice it to say, use chat to type: spell and then any combination of fire, elemental, earth. E.g, "spell earth elemental"
Hardly anything has been done on the practical side of it, but I'm happy I figured out the Spell Reader part.
This system is currently used in conjunction with the Farseer. Watch him when you 'incant' the spells.

Important Note! That thing that Orc put in where Player 12 would become your enemy if provoked has been suspended while the Combat AI is being worked on.

Added Big Roar ability to Hero. This makes Hero more Impressive and will frighten the enemy away from confrontation.

Collision - I'm trying to finish this system off, but my trigger isn't working. It simply isn't allowing me to pass parameters in the way I wish. Perhaps I need to create local triggers or something.
I've turned the trigger into a function which is currently 'triggerable' by typing 'test', if you do so while the horse (where the jockey used to be) is in motion, then it is SUPPOSED to work normally until the horse has stopped.
Unfortunately that's not happening, it exits even though the unit velocity should be above the 10 speed limit.

Another Note on the Physics/Combat System - I've just noticed a small discrepancy with the Rocks trigger.
It doesn't cause any errors or such, but the calculations are missing something, because the Hero can actually hit
them further without a sword than with it. And even I think the mace will do less. I'll fix this for next update.
I'm confused. :(

Combat Cam - This isn't actually an update, but a small note that the Combat Cam is limited at the moment, it should be locked onto Unit Facing. But obviously it only does this once, instead of changing when the unit turns or faces a different direction.
Update Number: 11

True AI - This feature is making some real progress, and can be tested out with the Innkeeper in the Tavern building east of the City.

Order System - This is part of the system used in conjunction with the True AI. You can now issue orders to units using this order system! This is the beginnings of a very advanced system.

Spell System - A bit of work has been made on this, basically just a very small test of spell syntax. There is a small demo of this system that you can read within the game.

Tutorials - There are three tutorials available within the game that you can activate by picking up and then activating item Books. There are 3 books. Book of Leadership, which deals with appropriate communication with other units. Book of Animal training, which is a preview of the same thing applied to animals. And the Book of Spellcasting, which leads you through creating your very own Fire Spell. There are no flashy effects to be seen with the latter though, it is in infant stages. Check the update post for more details.

Lag - All of you would have noticed the phenomenal amount of lag the game has been producing at the moment, well I quick-fixed it by disabling heaps of leaky and memory eating features. I will get to the point where all the leaks and issues will be addressed and plugged for a clean game. But for the moment the lag is no longer quite as severe. But some old features are temporarily gone.

Update Number: 12b

Items - I'm dabbling with making items, units instead, for improved game functionality. They'll still behave like items, turning into little items in your inventory, but they can be treated like real objects with physics and attributes as well.

AI - As always, I'm continually striving with this, when this is finished, the other systems should be a breeze. I've introduced the new Personal Enemy style function, which means that Player Slots are a thing of the past when it comes to alliances and enemies. Now any unit can be at war with any other units, regardless of what 'player' they are! This can be properly demonstrated in the sub-Myriad game Tribes in the bottom right of map.
As a side note, AI is functioning only in this Tribes area and all the units in the Inn to the right of City for unresolved lag reasons, so any other little AI features previously available in other parts of the map is GONE! Mwahahaha!

Tribes - This is basically a mini test version to Myriad, and might appropriately be termed a Prequel. Very simple game of several Tribes pitted against each other, and you, as the Leader of your respective tribe, must struggle to ensure the survival of your people. At the moment it's not very active, though technically you could say it's playable. In each tribe there is 1 Hero, 6 Citizens, 3 Huts and 1 Granary, with a bunch of wheat fields. Your Hero can order the Citizens to work or hunt animals, and they will defend themselves against enemy tribesmen. That's about it.
Unfortunately, there is also a crippling bug. Everything seems to work perfectly, right up until a unit dies. Then it all seems to stuff up. If anyone could tell me why, I'd be indebted.

Hungry - One small addition to AI. Units get hungry over time, and when they are hungry enough they will go hunting for food. But since they never eat anything, at the moment they'll stay hungry.

Thirsty - Same deal here, except if a unit gets thirsty he doesn't do anything. However, if you give one of the Serving Girl's in the inn the order to serve drinks, they'll only serve it to people who are thirsty.

To manually make a unit hungry or thirsty, just type hungry or thirsty while the unit is selected.

UPDATE: I've just quickly fixed a few things and cleaned up the AI in general. It's not completely spot on, but it functions fine. You'll notice there are now 3 Red Hero's. This was to test the Hate/Like feature. They actually differ in 'social standing', so the tribesmen will actually listen to one person's orders over another. The one on the left is liked the least, so his orders are given the least attention, the one on the right is liked the most, and the one in the middle is... well, in the middle.

This is interesting, because your Heroes are actually more Impressive than they are hated by 'enemy' units. So if you were to issue an order to an enemy unit, he would actually listen to it. However other thoughts like Combat will likely take precedence. Just shows you that even if you aren't well liked you can still bully people into doing what you want. :D

The AI has been tweaked to work properly. The unit has a bunch of thoughts that it comes up with on it's own which it pays more attention to in general because it likes itself more than you. This creates a really good dynamic.
E.g, you give a scaredy Citizen the order to follow you, and he faithfully trots after. But then you run into an enemy Hero; your Citizen is scared of that Hero so he'll run away. But as soon as he is out of range, the Hero isn't threatening him any more, so he'll try to follow you once more.
While the enemy Hero is around this has the effect of the Citizen keeping his distance until you have killed the Hero, or he goes out of range, at which point the Citizen will sheepishly rejoin you.

Of course there are abilities to bolster the Citizen's courage, and to frighten the enemy, so you have some options. Using these two abilties it shouldn't be difficult to obliterate all the enemy tribes, especially with 3 uber Heroes.

Just as a side note, I believe the custom values of the 3 heroes (which you need for the follow order), going from left to right is: 67, 65, 68. Just a headsup. You can find out yourself by typing "-c".

Also, at thet moment, the Huts in the tribal area actually have AI. If you see a message saying: "Strength of thought: 1001", that would be them thinking away. Thoughtful little huts.


Update: 13

Tribes Demo has been transformed into a RPG demo in a world unrelated to Myriad. Terrain, units are pretty much sorted. Now I gotta slap in a story quest line. I wanted to wait until I got it done before updating, but oh well. :D

Caution: Lag is an unkillable beast. I mean real lag, there is no lag creep, but playability is severly stunted. If you play this map, you'll probably have just enough time to get yourself killed by the Ghoulbeast, or Bruno.

Here's my update notes that I had time to put in.

Tribes and AI: I figured out that little glitch and fixed it, but it also let me know that other parts of the AI aren't working as they should. They don't create any problems now, but they'll need to be fixed in the future.

Languages: I've invented the Language feature! This is a very important part of the Order system. Your skill in the Twelve Languages of Myriad affects how well your orders are understood. For an NPC, their skill in language determines how well they understand or give orders as well. This means that you could give orders to a foreigner, but he won't have a clue as to what you are talking about. Language skill directly affects the strength of the order. If you both have 100% skill in Common, let's say, then any orders you issue to each other will be recieved with 100% modifer strength. However, say you both spoke only 50% of a common language, then any orders you exchange will only be at half strength, because of the language barrier.
This is not what could be called a real language. I haven't invented specific words and the like for every language, bascially because it's unnecessary. This also means that language barriers between players do not literally exist. If I chat "hello", then it will still look like "hello" to every player that sees it, regardless of languages. But this is okay because every Player will speak common perfectly anyway.

The most significant effect this has is with animals, who do not speak the languages of intelligent races. Yet they have their own language, simply called Animal. So there is a preset barrier between animals and intelligent folk, meaning that neither can linguistically affect the other. At least, not initially. Although animals are far less intelligent, they are also subject to the same rules as the sapient folk. And they can create a bond with these intellagint blokes.


Learning: You can learn languages. The simplest way of learning and teaching a language, is simply by talking it. This is done initially by giving orders to a unit. He won't understand the first time, but the more you give him an order, the more he will come to understand you. Thus, you can gradually train a dog to understand your orders, and you can also learn to interpret a dog's behaviour. Barking and the like. Also, fortunately for those interested in animal conversation, once you learn the language of Animal, you can understand every animal that exists. Not just dogs.

Minor AI improvements: Made it so you can reissue an order, to restore it to full strength, instead of having to wait for it to disappear.

Structs: I've introduced structs into Myriad, making a lot of game code stuff more accessible.

Knowledge: I've introduced Knowledge! This is a very important part of AI. This is in fact what will enable units to behave and learn just like people (albeit cartoonish and slightly on the simple side kind of people), giveing them a real AI dynamic. Knowledge means that nothing is truly constant. Units can learn and share Knowledge, adding to it, modifying it, paying absolutely no attention to what the original game code wanted them to think of it. It will allow them to learn where they can find food, how to build houses, what the stats are of a particular object is, and remember it. What I think is pretty interesting from a purely design perspective is that none of this Knowledge needs to be true! They can learn things that are false just as easily as things that are true. Only experience will teach them the difference. Knowledge is an integral part of AI.

Jumpy: Quick simple little jump thing I'm testing. Type "j" with any flying unit.

Mount: I've just about finished this little thing, but for some reason the loop isn't executing quickly enough.

Impressiveness: Your Hero is more Impressive while mounted, even other Heroes will run away.

Also: Hunters are super brave (for test reasons) and they will attack anything.




Workshops:

Concept Workshop
Creature Lab

Problems that need solving:

I'm hungry.

Requests:

Feed me.

Screenshots:

X0

Creator's Note: IMPORTANT NOTE! This map was created using JassNewGen 1.5.


The Project Team
GUI and JASS:
Orc
Eleandor

Terrain:
JanSze
Gilles

Testers:
Onisaiyan808
xsimplyjon
Alleycat5
I)eadnerzhul
to be updated...

Also special thanks to...
PurplePoot

Recruiting...
 

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Level 7
Joined
Jun 16, 2008
Messages
253
Hey thanks, that's a good idea.

Also, I'd like to say the first problem that I've run into (asides from item classification issues) is one that I can't seem to shake no matter what map I do.

GIANT DELETE- PROBLEM SOLVED...ISH
 
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Orc

Orc

Level 4
Joined
Jun 11, 2008
Messages
85
This seems like a good RPG map concept. Let me know if you ever need a beta tester or help with your map.

Hold on. I'll begin working on your problem. I've never seen that problem before and I have done actions that did what you are trying, casting unit and target unit.

EDIT: Did it. I made a little test map with a caster and target. The caster had a channel-based ability that when cast ordered the casting unit to attack the target unit. If you need to see the map for yourself, I'll give it to you.

-------------

MODS: This is where all my mods for this map are stored.

-------------

EDIT: I have removed all the old mods. In it's place, I have put what I have so far, including the Jump system. Beware of the collision glitch!
 

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Level 5
Joined
Sep 27, 2007
Messages
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Good luck with this.

Can't tell you exactly where the problem is since you haven't provided the code, but are you using a wait timer? If so you can't call the Casting unit or the Target unit after using a wait. Thats really all I can think of off the top of my head.

  • Watchful Eye
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Watchful Eye
    • Actions
      • Set Temp_Unit = (Casting unit)
      • Set Temp_Unit2 = (Target unit of ability being cast)
      • Set Temp_Real = (Your Damage Amount)
      • Unit - Cause Temp_Unit to damage Temp_Unit2, dealing (Temp_Real) damage of attack type Spells and damage type Magic
      • Custom script: set udg_Temp_Real = 0.00
      • Custom script: set udg_Temp_Unit = null
      • Custom script: set udg_Temp_Unit2 = null
Alakon said:
I'm not trying to impress anyone with it or anything, I just want to build a hugely playable map in which players could feel like they were immersed in this world and anything was possible.
If you managed that, I don't think you'd be able to avoid impressing at least a few people.
 
Level 7
Joined
Jun 16, 2008
Messages
253
Well... if I have to. :D

Thanks guys, I really appreciate you taking the time out to help. I will throw my map and everything I have upon this thread, I don't want kudos like I said (though it's always nice) I just have a very playable game concept in my head, and I've been told I have a fairly level head when it comes to that sort stuff.

Unfortunately RunningAway (lol), I can't use variables like that. There will be multiple instances of this trigger running at the same time, so the temp variables will get all mixed up with the wrong casters and targets relationship wise.
Even in the trigger you just posted where it would be almost instantaneous, there's still room for error, and my trigger is not instant. It's involved.

I haven't really used custom script before (I have very little programming knowledge, I've just hit university/college age) but I'm assuming those little custom scripts are just resetting the variables?

But yeah, I don't think it will work applied like that.

So please, everyone here probably has more knowledge of this kind of thing, so you may need to lead me around by the infantile hand.

Beta testers are absolutely welcome, but there isn't enough substance to the map to test yet. In fact, it probably won't be playable until all the triggers and variables are sorted out first, that's how pervasive their role in the game will be.
But I'll still upload it for you guys to look at. Um... how do you do that?

Out of curiosity. What is DoTA? Like I said, I'm a forum noob. Bite me. :D

EDIT: Just noticed RunningAway about your note of timers. I haven't used any timers in the trig, but I bet it's the exact same sort of problem. But even if it's the very first action I put down, the trig won't recognise either caster or target. (It'll recognise caster if the trigger only executes once at a time.)
 
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Orc

Orc

Level 4
Joined
Jun 11, 2008
Messages
85
What? DoTA!? Grrrr!

*tries to resist urge to flame at DoTA*

Well, I'll be fair.

DoTA is a game where there are 2 bases: Sentinels and Scourge.
You are supposed to select and buy a hero out of a tavern at your team's base.
All the heroes on each side are unique, some are better than others.
Your goal is to destroy the enemy base with the help of NPC creeps that are on your side.

That's it basically. When we get into technicalities, I'm going to rant my ass off.
 
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Just updated the first post. It now has my current map. Forgive it for being very rudimentary, but i just started it, and certain things are giving me hasles.
Once I have the basic foundation (array variables) and the like, everything else will be merely story and superficial work and should go rather smoothly. Have a look please.
 

Orc

Orc

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This map has great potential. I can't wait to see where this map goes. If you need me as a tester or for some other thing, let me know.

Alakon, here is the map with some minor changes:

-------------------

EDIT: The map attachment has been removed.
 
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Updated

I've updated my map with your cine settings, but I have yet to copy over the player commands trigger. Thanks for those by the way. :thumbs_up:

The map has also been updated with a little more stuff. I recommend using the horse to graze, it's more fun. :D And anything new that I've added should be shown in the Quests. :cute:

Give Orc lots of rep for helping me! :grin:

Gotta love those orcs, they're always here to add emoteon.
 
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Looks like a decent RPG.
When you encounter a problem it's better to open a thread in the World Editor Help zone or the Triggers and Scripts Forum. You'll get more help there.
It would be nice to see some screenshots here, and I suggest you to always update your first post with information related to your map's features and updates, so people won't have to read all the posts they are not interested in.
 
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Updated!

The Introduction has been completely revamped and updated, it's a bit prettier now as well.
Map update has been included.
More stuff to be included in the first post at a later date.

Have a look!
 

Orc

Orc

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I've made yet another change to your map Alakon; it deals with the "replace empty bucket with full bucket" trigger.

What happens now is that when a player clicks on the empty bucket icon, and if close enough to a well or trough, the bucket will fill.

FINAL EDIT: All mods are moved to my first post.
 
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I've merged the updates, and flicked on the Init trigger which I forgot to do. Oopsy.
 
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Orc

Orc

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Alakon, here's some more minor mods:

EDIT: All mods are moved to my first post.
 
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Level 2
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What? DoTA!? Grrrr!

*tries to resist urge to flame at DoTA*

Well, I'll be fair.

DoTA is a game where there are 2 bases: Sentinels and Scourge.
You are supposed to select and buy a hero out of a tavern at your team's base.
All the heroes on each side are unique, some are better than others.
Your goal is to destroy the enemy base with the help of NPC creeps that are on your side.

That's it basically. When we get into technicalities, I'm going to rant my ass off.

OMG STFU DOTA FTW
Dota is an amazing game and people look past everything that is great about DotA just because they are jealosus they hcnat makej agame like that omg u r gay1!!!1!!onw!

Just kidding, honestly, I will also have to resist the urge to flame DotA xD.
DoTA is...
grrr.
 
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Dudeness

Yes, a lot of dudeness has gathered to build the mighty nation of Myriad!

We have a new recruit who will be assisting with GUI and Jass, which is fantastic news! It's always great to have people on the team that know more than you do, you can just dump the whole load squarely onto their shoulders!
:grin:

*Alakon sighs in relaxation, as he kicks back and watches the net surfers from the beach*

Orc meet Eleandor! And vice versa!

Eleandor has already expressed that he visits the forum infrequently as it stands, we'll see how long he can resist the power of the Myriad thread.
LOOK INTO MY EYES!
In any case discussion may or may not take place via emails, we'll see what developes. :D

Three editors so far. I be excited! This map should be heaps of fun!

PS: I've been absent from the keyboard for about a week because I ran over the 150mb allowance, and a bit more. So there's been a lot of static on my end of the phone. :D But the map did not suffer. In fact, I was working on it all last night, and I'm awake this morning virtue of pure enthusiasm and 3 spoons of sugar in my milo. I wonder how many nights I could go without sleep...? :slp: At the moment I feel sweet as! I even worked out a bit during the night. :grin:

My next post will likely detail a long list of grievances that I'm having with certain triggers. It's so frustrating to almost have what you want, but it trips up because of some measly little things. Like you can pretty much never use the words (casting unit) after a wait. :angry:

Cya then!

EDIT: Is anyone having trouble opening the map file? Like a message popping up and saying 'createtimer' doesn't exist?
 
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Level 15
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This... is... EPIC FOR THE WIN SHIT, MAN! This is like the BIGGEST thing I've ever seen since the Zelda campaign (WHICH IS STILL IN PROGRESS, MIND YOU). If you're itching for a fair terrainer, and, with as much modesty as possible, a SUPERB writer, you have me. Although it takes me awhile to arse up a good story, I could do it. If you want proof, head on over to the Screenwriting and Storyboarding forum.

This map is, as I said, epic, in every flarkin' sense in the word. I'm hyped up about this as much as I was hyped up about the new Disturbed album that came out recently (INDESTRUCTIBLE!).

SIGN ME UP. /salute
 
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I'm hardly going to disagree with you. :D

I dare say having someone to play with the terrain and bounce around dialogue will not go amiss, and will definitely be appreciated once we hit that portion of the map making in full.
 
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Of course. I understand you're having triggering problems and don't mind waiting. I'd offer my services, but I bite the dust in the triggering area.
 
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Update!!!

UPDATEUPDATEUPDATEUPDATEUPDATEUPDATEUPDATE!!!
:spell_breaker: :spell_breaker: :spell_breaker: :spell_breaker: :spell_breaker:

I'VE UPPYDIDDITYDATED IT! Not easily considering my pressed schedule, but like Kirk says, "if it's import'nt enough, ye meck the taime!" Good ol' scottish sidekick... Scotty. Wow. Must have taken them a few brain smashed wee 'ours o' the morn' to come up wid that name. Sorry. Just watched a bunch of Star Trekkies movies my dad's got. Still STUCK IN THE BRAIN! And Scotty isn't a small man.

Anywhoo... Big as update, it somehow exploded from roughly 300k to 1000k, and I'm vaguely worried as to why. i didn't do anything that special. A LOT of triggering and editing, but surely not enough to justify an extra 700k. Must be another silly bug.
Like the bug that keeps trying to replace all my cliffs with ones from other maps.
I flicked back to my RPG Myriad to find that all the cliffs were exactly the same as the ones in Kingdom of Kaliron. Not that that's bad, but the rest of my terrain didn't match the decor.*hands on hips* It was simply a oh my gosh, NIGHTMARE!!!

But anyways. Enjoy the new additions, because as I'm leaving tomorrow to go north country to do an intro study course, I'll be away from computers and hobbies for 2 weeks. So I just dropped this bomb on you 'afore I left, ar!

All update notes are, as always, available in the mighty First Post! And please lemme know if there's an issue with the map, like you can't play it, or access it, or upload it. That sort of thing.
I won't be able to help you, but you'll feel better once it's off your shoulders. :grin:

Hokay. Cya next taime. (I think I going to put in a Scotty unit on my map... :con: )

EDIT: I just noticed... good on ya Oni, represent the Myriad. Big apprecs and cookies!
 
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I tested it, and it was great. But there were a few errors...

1: The horse's stats go down too slowly.
2: The horse should NOT be able to graze successfully on dirt tiles.
3: The game was laggy all around, and it was hard to do much. But the AI and stuffs are awesome.
4: I was lead to believe that I could get the attention of the City footmen away by throwing something. What gives? They didn't look!
 
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1- Horse Stat's are in test mode only. They haven't changed from first implementation. be aware that they will be modified in time. But it's good of you to pick it out anyways.

2- No it shouldn't. What's up with that? Oh. Unless you mean normal dirt and not rough dirt. That's deliberate, for debug and test reasons. I gave it the full spectrum that will be available to all animals, excepting rock and rough dirt which no animal can graze.

3- Yep. It will be at the moment. When this game has developed the foundation further (or even now), I'd be looking for a JASS and mod expert to try and simplify + optimise the scripts etc...

4- That's an explanation error. When you throw a barrel of ale, a footman will grab and drink it, and immediately get drunk. This will diable his Watchful Eye ability, so when you get near to him, he won't look at you or Watch you. I imagine other items would be useful to getting attention, ale is just for desensitising. Throw all four barrels beside each footman and you should be able to stroll on through without being Watched once.
 
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? They should be directly to left of Thief. Hang on, I'll check mah map.

...

Yep, they're there. They're not the normal chest model if that's what's confusing you, they are actually the Barrels.
 
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I'd say that would be because my triggers aren't closed off effectively. Lot of memory build up. I'll have an expert take a look at it to see if he can tidy it up. (I'm sure it's to do with that customscript destroygroup thing, I'm just not sure how it's used).
 
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It is randomness galore, much to the disapproval of some JASS masters. But I work with what I got till I learn better :), or I can get someone else to do it.
Wow. KoK got cleaned out a bit didn't it?
 
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Heyo! I'm back from Auckland holiday/study time thingy, I'm a mite dizzy but ready to rock on Myriad.

Wonder if they'll ever finish that WoW one. It looks like a cheap way to play WoW-ishness.

Triggering contest, nah, I don't feel sufficiently expert for that. I just muddle my way through triggers most of the time, I really have to wrestle with some to get them to do what I want.
Plus my schedule is so tight right now it squeaks (not that I keep a schedule), so a little lacking in time for it.
Sounds fun though, dya win anything?
 
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New Update! Update mumbo number 5!

This update has been completely reworked from the last, though the major stuff you wouldn't notice as it is game mechanics, but there is some stuff you should take notice of.

Thanks again to Soga for Unit ID suggestion, lots of cookies to him, and I hope you fellas find this update interesting!
 
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Yeah, that the only reason I can think of it can be crashing for you. You probly need to grab latest update of Warcraft first (at a guess) then install JassNewGen 1.5.

Either that or are you using a PC or Mac? Wish I knew IT stuff like my dad, he'd probly know.
 
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I have patch 1.22 installed, on a PC, and jass newgen pack 1.5 last version is working too (after fixing it with the proposed fix at wc3c). I've also tried with patch 1.21b, same problem. As a sidenote to that: I'm not using any illegal cracks or versions of warcraft.
Oddly enough, the 1st, 2nd and 3rd version did work, but 4th and the most recent one doesn't. The problems I get are still the same: an error telling me

function DisplayTextToPlayer

does not exist. as well as some other functions. Which is especially odd since they're functions in common.j, and they seem to work correctly on any other map. Maybe you could try to upload the map without any trigger in it, and upload a 2nd map with only the triggers or perhaps even simply the mapscript without anything else?
 
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Hokay, I'll try and get the above to ya. I tihnk my WC3 patch is 1.21b by the way.

I actually think that the problem must be the proposed fix you mentioned, I must have overlooked it because i never saw it, and thus haven't 'fixed' the thingy with it.
The fix must have killed the function DisplayTextToPlayer thingy.

So I suppose the alternative is to try it in the NewGen without the fix.

But this might be making you run around in circles a bit cos I'll have a look for the fix, and dl it most like.

So, you should probly just stay put, I send you map + triggers, or mapscript, then when I update with fix, problem may be solved!

(Is any one else having this problem? If not, then I tihnk it must be the fix.)
 
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Hokay, I'll try and get the above to ya. I tihnk my WC3 patch is 1.21b by the way.
I remember v4 didn't work either before I patched to 1.22. And I play a lot on Bnet so I usually get the most recent patch.

I'm now gonna open your map in an MPQ editor and mess around, see what the problem might be...

EDIT: The problem really lies in the mapscript. I've imported it in a blank map and here's what I get: following errors, in following order:

Error
Trigger function does not exist in database:
// NOTE BY ME: yup, that's all it says... whitespace (?)

Error
Trigger function does not exist in database: 45.00
// 45?

Error
Trigger function does not exist in database: aceUnitBJ
// I suspect this is supposed to be "ReplaceUnitBJ" instead of aceUnitBJ. Oddly enough, when I open the mapscript in notepad, there's no such line as "aceUnitBJ". They're all correctly RepaceUnitBJ...

Error
This application has encountered a critical error:
Not enough storage is available to process this command.

Program: D:\\...
Object: .PAVCWETriggerFunction@@

Press OK to terminate the application.

// And here it crashes.
 
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AH! Don't mek it messy!

But ok, see if you can figure out the prob from your end, you know what you are doing more than I do by all accounts. Hope you can get it working, I'm anxious for you to have a look at the triggers and stuff.
 
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My WE said Unable to load map, triggerdata missing or invalid. :D

Some naughty fellow stole the triggerdata! Was that you...!
 
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xD

Well, if I try opening that map, I get the same errors as in your map... I'm quite confident now that the problem lies with the GUI.

I can now open the latest version of the map, although it isn't entirely good news... I had to simply remove the .wtg file from your map in order to do so. Which means all triggers are still in your map, only I have no access to them in world edit... But at least the map doesn't crash anymore...

I think I might post this at some help forum here...

EDIT: I have 2 questions for you.
1) Is your trigger editor something "advanced"? Like seen here:
View attachment 34072
2) Could you do the following for me?
- go to the trigger editor and click "Export all trigger data", then attach the .wtg file?

EDIT2: No longer needed. Vexorian solved my problem and I can open the map now.
 
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Level 7
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Schweet.

Quote:
--------------
Error
Trigger function does not exist in database:
// NOTE BY ME: yup, that's all it says... whitespace (?)

Error
Trigger function does not exist in database: 45.00
// 45?

Error
Trigger function does not exist in database: aceUnitBJ
// I suspect this is supposed to be "ReplaceUnitBJ" instead of aceUnitBJ. Oddly enough, when I open the mapscript in notepad, there's no such line as "aceUnitBJ". They're all correctly RepaceUnitBJ...
-------

Ah really! I just seen this. I know what trigger they are referring to as well, cos I've been wondering why it's not working properly. It's in Jass, and i can't see any problems.
The 45.00 is a polled wait.
ReplaceUnit is obviously me trying to replace a unit, and I was wondering why it wasn't working. Now I kinda know why, though it doesn't help much. Maybe if I make a new trigger.

Ah, I'm not sure what the blank is. Did the blank have any kind of identifying marks? A particular shade of white perhaps?
 
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Hey guys, I just have to let every one know that we're having a local Day After Tomorrow up here at the moment.

Cyclones forming over our house, storms ripping up centuries old tree, busting up the power station, killing our power and water, blocking the only road out of here, all that fun kinda stuff.

So just to let you know I am having slight technicaly difficulties which could persist for up to two weeks if the radio is to be believed. Fortunately our phone lines were restores, and I could whip off all these replies and emails with the laptop.
But just so you know, my PC has no power, and the laptop only has so much, so I can't work on the map, and I'll be posting infrequently if at all for likely up to two weeks.

It is AWESOME up here! So cool, I'm digging this whole survival adventure! Well, time for me to draw some more water from the well, ye olde kettle awaits!

*And the wind was as a howling demon, sweeping the streets with it's frigid breath, as Alakon struggled bravely against it's adversity. In the most terrible of situations, against the greatest of adversities, still our hero Alakon fought the weary fight against nature's harsh judgements, and after what seemed hours of unrelenting struggle, Alakon finally gave up, and did a u-turn in his car for home.*

Aren't I brave? Cheers fullas, see you on the other side!
 
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