Sunken City v2.5.1c

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
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INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


INFORMATION
Sunken City is a Dungeon Crawler map with RPG elements. The Player controls a hero and has to over come numerous puzzles, traps, quests, enemies and different bosses to reach the end. The game contains multiple different features that allow for advanced hero customization.

Recommended Players: Soloing is possible, but for better experience play with 2 or 3 players.
Gameplay Time: Between 3 and 6 hours depending on number of players and difficulty.
Amount of Heroes: 21
Maximum Level: 18



EasyNormalHardHellInsane
Enemy Handicap
100%
120%
150%
185%
230%
Enemy Bonus Damage
0%
30%
80%
130%
170%
Enemy Bonus Armor
0
3
5
7
10
Enemy Bonus Attack Speed
0%
15%
25%
35%
40%

EasyNormalHardHellInsane
Bonus Gold per Kill
0
0
1
1
2
Bonus XP
0%
0%
1%
3%
5%
Bonus Drop Chances
0%
10%
15%
20%
30%
Starting Gold
100
125
150
200
250

CHANGELOG

186388-albums6607-picture72240.png

Version 2.5.1c [Hotfix] [26.10.2024]
General Changes
  • Tooltip fixes.
  • Sharing units will be disabled while interacting with the Keeper of the Grove.

Classes
full
Shaman
  • Fixed a bug where Chain Lightning was not affected by effects that interract with "Q" Spellcasts.

Items
186388-albums6307-picture71865.jpg
Items
  • Pot of Greed will no longer display a debug message upon purchase.
  • Fixed a bug where taking control of a Neutral unit while a Player has Dragonslayer would result in an unintended Attack Damage increase.


186388-albums6607-picture72240.png

Version 2.5.1b [Hotfix] [23.10.2024]
General Changes
  • Tooltip fixes.
  • Sharing units will be disabled while interacting with the Apothecary.
  • Fixed a bug where Flat damage modifiers were calculated after Armor and Spell Damage Reduction calculations.

Classes
full
Feral Druid
  • Guardian of Elune Talent's effectiveness when taking damage from Lesser Creatures has been reduced to 30% down from 50%.
full
Shaman
  • Fixed a bug where Chain Lightning was dealing significantly less damage than intended after v2.5.1a.
  • Fixed a bug where the Chain Lightning Passive effect stopped working after v2.5.1a.
  • Fixed a bug where the Leader of the Clan Talent stopped working after v2.5.1a.
  • Fixed a bug where the Stormstrike Talent stopped working after v2.5.1a.
full
Warrior
  • The Spell Reflection Talent now has an internal cooldown of 0,1 seconds per player.
  • The Thirst for Battle Talent's healing is now 25% effective when healing allied units and heroes down from 50%.
full
Witch Doctor
  • Ancient Ward's Poison Specialization effect now has 10% maximum Mana scaling down from 15%.

Items
186388-albums6307-picture71865.jpg
Items
  • The Voodoo Lounge shop no longer sells droppable items.
  • Edge of the Red Court now grants 6% Lifesteal up from 5%.
  • Edge of the Red Court now grants 8 Mastery up from 7.
  • Edge of the Red Court now grants 6% Critical Strike down from 8%.
  • Edge of the Red Court now grants 10 Attack Damage down from 12.
  • Edge of the Red Court now increases the effectiveness of Lifesteal instead of granting more Lifesteal scaling with Mastery.
  • Edge of the Red Court now increases Critical Strike damage by 0,60% per point of Mastery down from 0,75%.
  • The stats of the Qiraji Talisman droppable item have been reduced.
  • The stats of the Heavenly Shoulderpads droppable item have been increased.
  • The increased healing effectiveness of the Heavenly Shoulderpads droppable item has been reduced.
  • The Seal of Anubisath droppable item has received an additional effect.
  • Fixed a bug where Pot of Greed would sometimes not remove other Shop Items when acquired.
  • Fixed a bug where attempting to equip the Pot of Greed of an allied Hero would prevent you from buying Shop Items.
  • Fixed a bug where the Blade of Cruelty shop item was not granting Critical Strike.


186388-albums6607-picture72240.png

Version 2.5.1a [Hotfix] [19.10.2024]
General Changes
  • Tooltip fixes.
  • Fixed a bug where failing the Heavy Metal Challenge would fail the No Disintegrations Challenge and will still be possible to complete.
  • Fixed a bug where the Talents and Glyphs units could hold regular items.

Classes
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Death Knight
  • Fixed a bug where Outbreak would sometimes not deal damage in Unholy Specialization.
full
Feral Druid
  • Fixed a bug where the Swipe proced by the Feral Frenzy Talent was not benefitting from its bonus scaling based on current form.
full
Hunter
  • Call Pet's cooldown has been reduced to 30 seconds down from 40.
  • The base duration of pets summoned by the Unleash the Beasts Talent has been reduced to 6 seconds down from 7.
  • Fixed a bug where Bestial Wrath was always granting 3 Armor.
full
Priest
  • Fixed a bug where Renew was restoring more health over time than intended.
full
Shaman
  • Fixed a bug where Chain Lightning would sometimes not benefit from cooldown reduction effects.
full
Siren
  • The Empowered Shot Talent will now benefit from the Tidecaller Specialization's effect.
full
Tidewarrior
  • Fixed a bug where The One From Below could not critically strike.
full
Warrior
  • Fixed a bug where the Warbringer Talent was dealing more damage than intended.
full
Windmaster
  • Fixed a bug where the Windstorm ability was missing.

Items
186388-albums6307-picture71865.jpg
Items
  • Locked Chests can now drop the Legendary droppable item.
  • Treasure Bags can now drop the Legendary droppable item.
  • The drop chance of the Legendary droppable item has been reduced.
  • Fixed a bug where Bloodlord's Regalia was not dealing damage.
  • Fixed a bug where Saberclaws would sometimes damage its wielder.
  • Fixed a bug where Transmuting 3 Common items at the Enchantress would sometimes craft a Rare item.


186388-albums6607-picture72240.png
Version 2.5.1. [10.10.2024]
Come and play with us in our Discord server! Join here.

General Changes
  • Stats UI should now run correctly when loading the game.
  • The Commands window in the Quest Dialog no longer lists the <-stats> command.
  • The Multiboard's Player Name column will no longer include Players' BattleTag.
  • Sharing units will now be disabled while browsing the Survivor Merchant.
  • The broken down Golem required for the Magnetic Orb is now easier to spot.
  • The Damage Engine has received an update and its structure has been modified.
  • Buffs and debuffs applied by the Damage Engine are now applied before damage is dealt.
  • Critical Strikes of summons will now create a floating text with exclamation mark.
  • Glyph of Devotion's base Mana Regeneration has been increased to 0,75 per second up from 0,5.
  • Glyph of Devotion's Mana Regeneration scaling has been increased to 0,4% of maximum mana up from 0,2%.
  • Glyph of Renewal's visual effect is now far less noticeable on non-hero units.
  • The Enchantress Transmute ability now requires 2 Uncommon Items to create a Rare down from 3.
  • The Enchantress Materialise ability now creates 2 random Rare Items with 2 Seeds instead of 1 Uncommon and 1 Rare.
  • Backpacks with Taunting turned off have calmed down and no longer have the Blood Fury buff and instead have a new, proper one.
  • Backpacks have been cleaned up of any pointy plants and no longer have the Thorns Aura buff.
  • A new Rare Boss has been added in the Waterworks Dungeon.
  • Cevius's Health has been slightly increased.
  • Cevius now has 3 Armor up from 0.
  • Nightmare Wisps spawned by Cevius will now restore 35 Health up from 30.
  • Sea Giants, Sea Pillagers and Sea Behemoths no longer have the Ocean Shield ability.
  • Sea Giants, Sea Pillagers and Sea Behemoths now have a new ability: Globe of Water.
  • The chance of enemies to spawn at the first Cave has been reduced.
  • The Shadow Hunter at the Troll Village has found his missing item.
  • Fixed a bug where the Backpack's Roll command could be used to access Teleportation Runes.
  • Fixed a bug where damage instances that count as auto-attacks were not able to critically strike.

Classes
full
Berserker
  • Poison Specialization's effect has been reworked.
  • Poison Specialization's Mastery scaling has been increased to 0,5% up from 0,4%.
  • Venomous Axes ticks now have chance to apply Surge of Toxins.
  • Venomous Axes' Attack Damage scaling has been increased to 15% up from 10%.
  • Venomous Axes' damage dealt scaling with Critical Strike Chance is now increased by Critical Strike Damage.
  • Fixed a bug where Poison Specialization's Mastery scaling was so much lower than intended that it essentially wasn't working.
  • Fixed a bug where the Poisoned Blade Talent triggered effects from other Talents that give Venomous Axes a chance to tick an additional time with a lower chance than intended.
full
Death Knight
  • The Virulent Plague Talent's proc chance has been increased to 12% up from 10%.
  • The Virulent Plague Talent's proc chance now also scales with Potency.
full
Demon Hunter
  • Item effects that generate attacks will no longer consume Demon Within stacks.
  • The Seething Power Talent now causes damage and begins accumulating stacks from the intial attack that triggers the effect.
  • The Seething Power Talent no longer has a 0,2 seconds internal cooldown.
  • The Seething Power Talent's Attack Damage scaling has been increased to 10% up from 8%.
  • The Seething Power Talent now lasts for 4 seconds down from 4,5 seconds.
full
Hunter
  • Huffer now gains 65% of the Hunter's maximum Health up from 50%.
  • The Frostfang Bow Talent no longer needs the targets to be Chilled to deal double damage.
  • Fixed a bug where Spike and Grylls had incorrect scalings for their Attack Damage.
full
Mage
  • Ring of Frost now causes an additional visual effect upon triggering.
  • Arcane Specialization now grants a new ability instead of Aracne Barrage.
  • Living Bomb's proc chance is no longer increased while the spell is on cooldown.
  • Living Bomb now causes instant damage against targets already affected by it.
  • The Fire Bomb Talent has been replaced with a new Talent: Firestarter.
  • The Blazing Soul Talent now increases tick rate by 25% down from 50%.
  • The Blazing Soul Talent now also increases burst chance.
  • The Pyromaniac Talent has been reworked.
  • The Supernova Talent has been reworked.
  • All Mage icons have been updated to high-res versions.
full
Necromancer
  • Taking Blood Globes no longer counts as a tick towards Raise Dead.
  • Corpse Explosion no longer deals more damage after taking a Blood Globe.
  • Corpse Explosion's base damage has been reduced to 20/40/60/80 down from 25/50/75/100.
  • The Blood Sacrifice Talent now increases all damage dealt by amount equal to 0,5% of maximum Health down from 1%.
  • The Life from Death Talent no longer has chance to grant the Necromancer a Blood Globe when Skeletal Minions die.
  • The Life from Death Talent now causes Blood Globes to count as 2 ticks towards Raise Dead.
  • The Reaper of Souls Talent now benefits from Essence Specialization's Mastery scaling.
  • The Blood Reaper Talent can now benefit from Reaper of Souls' scaling.
  • The Blood Reaper Talent now reduces the damage dealt by Grim Scythe's Passive effect by 60% up from 50%.
  • The Hour of the Dead Talent has been reworked.
  • Fixed a bug where Skeletal Archers spawned by the Skeletal Archers Talent had incorrect damage scalings.
  • Fixed a bug where Skeletal Minions spawned by the Tombstone ability had incorrect damage scalings.
full
Paladin
  • Crusader's Strike mana cost for Level 4 has been increased to 35 up from 30.
full
Rogue
  • Sinister Strike's cooldown has been increased to 9 seconds up from 6.
  • Sinister Strike's mana cost has been increased to 18 up from 12.
  • Sinister Strike's base damage has been increased to 35 up from 25.
  • Sinister Strike's Attack Damage scaling has been increased to 65% up from 45%.
  • Sinister Strike's maximum Health scaling has been increased to 12% up from 8%.
  • Dispatch's cooldown has been increased to 9 seconds up from 6.
  • Dipsatch's mana cost has been increased to 18 up from 12.
  • Dispatch causes the next attack to deal 40% more damage up from 25%.
  • Vendetta's duration has been reduced to 4,5 seconds down from 5.
  • Vendetta will now allow the Rogue's next attack to deal the accumulated damage if the debuffed target dies before Vendetta expires.
  • Rupture's base damage has been reduced to 10 down from 20.
  • Rupture's Attack Damage scaling has been increased to 100% up from 80%.
  • Shadowstep's base damage has been increased to 100/190/280/370 up from 90/160/230/300.
  • Shadowstep's Attack Damage scaling has been increased to 145% up from 135%.
  • Fan of Knives' cooldown has been increased to 7 seconds up from 6.
  • Fan of Knives' base damage has been increased to 70/140/210/280 up from 65/130/195/260.
  • Fan of Knives' Attack Damage scaling has been increased to 65% up from 50%.
  • Fan of Knives' Agility scaling has been increased to 35% up from 25%.
  • The Shadowblade Talent has been replaced by a new Talent: Dirty Tricks.
  • The Shadow Dance Talent no longer reduces the cooldown of Stealth.
  • The Shadow Dance Talent now increases the damage of Rupture.
  • The icon of the Hidden Blades Talent has been changed.
  • Fixed a bug where Fan of Knives had incorrect scalings and lower base damage since v2.4.7.
  • Fixed a bug where Fan of Knives had lower range than intended.
full
Shaman
  • Fixed a bug where the attacks of Flametongue Totem would sometimes cause certain effects to deal Magical Type damage.
full
Siren
  • Tidal Shot is no longer a targetable ability and instead triggers on next attack.
  • Tidal Shot's mana cost has been increased to 15/25/35/45 up from 15/20/25/30.
  • Tidal Shot's base damage has been reduced to 120/200/280/360 down from 120/220/320/420.
  • Fixed a visual glitch with Tidal Shot, Aquatic Flow and Riptide.
  • Fixed a bug where the second shot of Liquid Arrows fired by the Tidecaller Specialization was dealing less damage than intended.
  • Fixed a bug where Sea Elementals were not benefitting from the Flow of the Ocean Talent's mana regeneration.
full
Tidewarrior
  • Attack range has been increased to 125 up from 80.
  • Myrmidon and Guardian Specializations' Mastery effect now increases the proc chance of Tidal Strike's passive instead of reducing base attack cooldown.
  • Myrmidon Specialization's effect now reduces base attack cooldown by 5% instead of increasing the proc chance of Tidal Strike's passive by 5%.
  • Tidal Strike now has a new icon.
  • Tidal Strike's base damage has been reduced to 90/160/230/300 down from 100/180/260/340.
  • Tidal Strike's Strength scaling has been reduced to 200% down from 225%.
  • Tidal Strike's passive proc chance now has 20% bonus Agility scaling up from 10%.
  • The Shipwrecker Talent now causes every 5th attack to be critical up from every 4th attack.
  • Fixed a bug where Tidal Strike's Agility scaling for the active damage was only applied to the Strength scaling.
  • Fixed a bug where Tidal Strike would not gain increased damage while above 25% Critical Strike chance.
full
Warlock
  • Implosion Talent's Imp base damage has been reduced to 7/13/19/25 down from 8/16/24/32.
  • Fixed a bug where the damage dealt by the Seed of Corruption Talent would sometimes damage allied units.
full
Warrior
  • Sundering Strikes now provides 15% Critical Strike up from 10%.
  • Sundering Strikes now provides 20 Attack Damage up from 15.
  • The proc chance of Enrage for consecutive attacks after the first one has been increased to 15% up from 10%.
  • Ignore Pain's mana cost has been increased to 20 up from 15.
  • Battle Shout's mana cost has been changed to 5/10/15/20 from 10/10/10/10.
  • The Thirst for Battle Talent now adds 8 flat healing to Lifesteal up from 5.
  • The Thirst for Battle Talent now increases the effectiveness of Lifesteal for every 100 health of the Warrior up from every 50 health.
  • The Thirst for Battle Talent's healing can now affect non-Hero allied units.
  • The Thirst for Battle Talent's healing is now halved when healing allied units and heroes.
  • The Slaughterhouse Talent now grants 15 bonus damage to Critical Strikes.
  • The Slaughterhouse Talent now increases Critical Strike damage by amount equal to 200% of Agility down from 250%.
  • The Frenzy Talent now has an additional effect.
  • The Warbringer Talent has been reworked.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is 25% instead of 20%.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is increased by 5% while Whirlwind is on cooldown.

Items
full
Items
  • Artifact Items now use Red Text for their names.
  • All Heroes now spawn with 2 Healing Potions and 1 Mana Potion.
  • The drop chance of Consumable Items (Potions) reduces as enemy levels get higher.
  • Shoveling Pick is now consumed to grant all Backpacks the Dig ability.
  • Mystery Tome has been removed from the Arcane Wares shop.
  • Seeds of Idrassil now cost 300 Gold instead of 3 Shadow Crystals.
  • The purchase cooldown of Seed of Idrassil has been reduced to 1 second.
  • The Chaos Blades shop item now grants 6% Critical Strike down from 8%.
  • The Chaos Blades shop item is now called Assassin's Blade and uses a new icon.
  • A new component shop item has been added: Blade of Cruelty.
  • A new shop item has been added: Pot of Greed.
  • Edge of the Red Court has been reworked.
  • Nightfall has been reworked.
  • The Qiraji Talisman shop item has been replaced with a new item: Apocalypse.
  • The Thorim's Hand shop item has been replaced with a new item: Void Hunter.
  • Tome of Strength, Tome of Agility and Tome of Intelligence +2 now have 30 charges at the Apothecary shop up from 15.
  • Pridwen, Guard of Tirion should no longer drop Lives whenever the wielder dies.
  • Chemical Armor's Use effect will now also trigger when taking damage while below 12% of maximum Health.
  • Soulstealer's current Health scaling on both Equip effects has been reduced to 0,3% down from 0,4%.
  • Serpent Staff's proc chance has been increased to 80% up from 40%.
  • Serpent Staff's proc chance now gets reduced by 8% for each active Serpent Ward.
  • The base damage of Serpent Wards spawned by Serpent Staff has been reduced to 25 down from 36.
  • Serpent Wards spawned by Serpent Staff now have 10% Attack Damage scaling.
  • Dragonscale Chestplate now provides Dragonscale Aura instead of Thorns Aura. Dragonscale Aura also reflects damage from ranged attacks and the reflected damage is always dealt by the wielder of Dragonscale Chestplate and not the target.
  • Dragonscale Chestplate's chance to Taunt whenever dealing damage has been increased to 6% up from 5%.
  • Dragonscale Chestplate's Taunt duration has been increased to 4 seconds up from 2.
  • Bonus Drops from Magic Find now create a visual effect when dropped.
  • The Bonus Drop from Magic Find text message now states the name of the item.
  • The icons of few droppable items have been updated.
  • Several droppable items have been reworked.
  • Several droppable items have been replaced by new items.
  • 8 new droppable Epic items have been added to the game.
  • A droppable Legendary item has been added to the game.
  • Lucky Golen Charm has been removed from the game.
  • Fixed a bug where if Key of Life drops, enemy units would stop dropping random droppable items.
  • Fixed a bug where the Spiritual Hood droppable item was not granting Health per second.
  • Fixed a bug where players would occasionally permanently lose the Eye of the Titans if they sell it to the wrong vendor.
  • Fixed a bug where Dragonscale Chestplate was providing additional Health Regeneration.
  • Fixed a bug where Warlord's Medallion was restoring more mana than intended for the attacks of summons.
  • Fixed a bug where Vampiric Aura provided by non-Shop Items was not working.
  • Fixed a bug where the Hand of Hatred droppable item was not increasing the damage dealt by summons.
  • Fixed a bug where the Multiboard would not account for a now missing Talent after dropping Forbidden Seal.
  • Fixed an issue where items that Bind Spells would not always trigger when the bound spell is cast.
  • Signet of the Swarm, Staff of Kil'jaeden, Silver Bow and Bloodlord's Regalia will no longer continue to deal damage while the wielder is dead.

Archives

FEATURES
  • Diverse Heroes: The 21 heroes in Sunken City possess different custom skills which are well presented in detailed tooltips.
  • Backpack System: In case your inventory is full, you are given a backpack with additional 6 slots where you can carry quest items or unused items for selling.
  • Stat System: Each level you are given the possibility to access the Skill Poitns Menu and gain access to secondary stats (non-Strength, Agility, Intelligence).
  • Item Interaction Systems: Sunken City gives the option to Disenchant items for stats or to Reforge unused lesser items to create better ones.
  • Chest System: There are many Chests scattered around the Sunken City. Opening them rewards you with a random item!
  • Quests: Embark quests that give you side objectives throughout the game!
  • Challenges: Complete difficult optional challenges for additional rewards.
  • Shop System: A simple and intuitive shop system makes it easier for players to navigate and purchase some of the many Sunken City shop items.
  • Rolling: Sunken City allows you to roll for items that suit everyone. Therefore you can avoid stealing.
  • Damage and Armor: Sunken City's gameplay is based around damaging the best target. By mouse-overing your damage and armor you will easiliy understand what's your best target!
  • Gold System: Players in Sunken City share the Gold gained by killing creeps!
  • Randomized Items: Each creature you kill has a chance of dropping one of the hundreds of items, contained in a scripted loot-table. In addition bosses have multiple drops, which add to the replayability.
  • Glyph System: A system that allows your hero to pick a combination of various Glyphs which add passive effects to your hero.
  • Talent System: Each hero has unique set of Talents that can amplify, modify, add or replace the existing hero abilities.

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

Shaman [1]
Druid [2]
Priest [3]
Mage [4]
Necromancer [5]
Warlock [6]
Witch Doctor [7]
Warrior [1]
Paladin [2]
Death Knight [3]
Monk [4]
Tidewarrior [5]
Dragon Sentinel [6]
Tinker [7]
Rogue [1]
Hunter [2]
Feral Druid [3]
Windmaster [4]
Berserker [5]
Demon Hunter [6]
Siren [7]

CREDITS

I would like to thank the following people:
Note:
There are many more resources that I used, but I can't find their creators. If you see your resource used in my map, please tell me and I will add you here.


Contents

Sunken City v2.5.1c (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...
Well you can use something like this then:
  • Damage Setup
    • Events
      • Unit - A unit comes within 1000000000.00 of Fountain of Power 0052 <gen>
    • Conditions
    • Actions
      • Trigger - Add to Show Damage <gen> the event (Unit - (Triggering unit) Takes damage)
--------------
  • Show Damage
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Damage taken) Greater than or equal to 1.00
        • Then - Actions
          • Set DSS = (Position of (Triggering unit))
          • Floating Text - Create floating text that reads ((String((Integer((Damage taken))))) + !) at DSS with Z offset 20.00, using font size (Random real number between 7.00 and 9.00), color (100.00%, 0.00%, 0.00%), and 0.00% transparency
          • Floating Text - Show (Last created floating text) for (All players)
          • Floating Text - Set the velocity of (Last created floating text) to 25.00 towards (Random angle) degrees
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
          • Custom script: call RemoveLocation (udg_DSS)
        • Else - Actions
 
Last edited by a moderator:
well instead of showing damage just save it within variable
x = x + damage

where is x real array variable
and i number of (owner of damage dealer) (sorry I don't remember correctly but something like that)

You can show variable in multiboard or on screen and so on...
DPS will be a little hard to make...

You will need something like
(min damage + max damage) / 2

but how to do that?
you need to store base min damage and max base damage into variable and add (hero main attribute * how much damage) and bonuses for each item or ability...
Now that would take 2 much work for something not so important...

Try to every 10 sec create illusion of hero that deal 100% damage and another dummy unit with 0 armor and infinite hp, order illusion to attack dummy and with system above calculate damage (you will need if then else function to split damage (if attacking unit equal to illusion save y else x))...

Then show x as well as (y ) :D

or maybe this can help:
JASS:
globals

    real AnyDamage = 0.00
    
    real array DamagePerSecond
    integer DPS_FV_CA = 1
    
    real DPS_POOL

endglobals

function AnyDamageDone takes nothing returns nothing
    set AnyDamage = AnyDamage + GetEventDamage()
endfunction

function Timer1CallBack takes nothing returns nothing

    if DPS_FV_CA == 60 then
        set DPS_FV_CA = 1
    else
    
    set DPS_POOL = DPS_POOL + AnyDamage - DamagePerSecond[DPS_FV_CA]
    
    set DamagePerSecond[DPS_FV_CA] = AnyDamage
    set AnyDamage = 0.0
    
    set DPS_FV_CA = DPS_FV_CA + 1
endfunction

function GetAVG takes nothing returns real
    return DPS_POOL \ 60
endfunction
Don't know author , but I found it on thehelper.net ...
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Thanks for your will to help me out Kobas. But sadly triggers are my worst part in the editor and I don't understand some of the things you just said. I ask people to help me out with triggers and I do requests. Vunjo made the system with 3 triggers (not too big). And a few variables. He is just polishing up some things now. And because of the simple triggers and the nice system he wants it only for him. I can understand him. If you are eager to understand how is it made you should talk to him, cause triggers are kinda complicated to me and I can't help you out :(. I appreciate your will to help me out though <3

P.S: I don't get a thing from Jass :D
 
Level 2
Joined
Jan 19, 2011
Messages
15
absolutely senseless game (we've played together with my friend with endless lives):
first of all, i dunno if it is a bug but there is location where 2 runes are. if you step on both there will appear 3 books for stats and potion. and it always work so you can just set 2 heroes patrolling in order to step on runes at one time.
secondly, monsters in the late game are too weak so it is boring
and thirdly, i cant imagine how people will play with only one life - lots of traps that might kill you instantly and make you lose your nerves :D (im saying bout late game)

So sorry but i could have passed 2:40 hours (that is 4th) for something else, but workmanship (i mean coding or what ever - you understand) is quite good.

So 4/5 but plz try to think over my words
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
absolutely senseless game (we've played together with my friend with endless lives):
first of all, i dunno if it is a bug but there is location where 2 runes are. if you step on both there will appear 3 books for stats and potion. and it always work so you can just set 2 heroes patrolling in order to step on runes at one time.
secondly, monsters in the late game are too weak so it is boring
and thirdly, i cant imagine how people will play with only one life - lots of traps that might kill you instantly and make you lose your nerves :D (im saying bout late game)

So sorry but i could have passed 2:40 hours (that is 4th) for something else, but workmanship (i mean coding or what ever - you understand) is quite good.

So 4/5 but plz try to think over my words

Ok, first of all you didn't explain why is it a "sensless game". Secondly there are 2 runes yes. Two heroes must step on them, yes. What's your problem with that?
It's true that in the end of the game the mobs are easier. Don't worry it will get fixed soon.
About the thing with one life. When you played SOO many times like me and a couple of my friends you might want to undertake some challenge.
Sorry, but if you think that you could spend 2 hours and 40 minutes somwhere else, did you bother to read the description of the map? It clearly says: "Tons of monster killing & puzzles". That's the map. Either play it or not.
If you don't like this type of maps, why bother playing it? :thumbs_down:
 
Level 2
Joined
Jan 19, 2011
Messages
15
I really like maps of such kind, dont get me wrong. BUT! it's senseless cause of all points I listed.
And as for runes (with books), u can use it as many times as you wish and get infinite stats. I can write u a demo if u dont understand
 
Level 8
Joined
May 30, 2009
Messages
266
Okay then...

posting while im playing

1. the intro: not pirate'ish enough (language and stuff)
2. why is there a necro selected, when the game actually starts?
3. tooltips at hero selection:

archmage: missing line break after description and before attributes

tauren warrior:
abilities in red
text starts with a blank space ( )
'attributes' in yellow

death knight:
no 'attributes' at all
text starts with a blank space ( )

orc warlord:
no 'attributes' at all

rogue:
'attributes' in yellow

pyromancer:
textcode error after '[Agility'


#gameplay

shaman totems do not draw any aggro on the caster and thus allowing you to kill the enemy units by just spawning them and sitting back, not getting hit

that fire elemental in the beginning... it burns when running into the volcano

insignia of the alliance probably gives you 200% mana regeneration...


game is not playable alone :( so no more stuff i found out

E: oh wait a sec, i found out that fire totems enable you to ocreate the bridge with those two stone thingys
 
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SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Okay then...

posting while im playing

1. the intro: not pirate'ish enough (language and stuff)
2. why is there a necro selected, when the game actually starts?
3. tooltips at hero selection:

archmage: missing line break after description and before attributes

tauren warrior:
abilities in red
text starts with a blank space ( )
'attributes' in yellow

death knight:
no 'attributes' at all
text starts with a blank space ( )

orc warlord:
no 'attributes' at all

rogue:
'attributes' in yellow

pyromancer:
textcode error after '[Agility'


#gameplay

shaman totems do not draw any aggro on the caster and thus allowing you to kill the enemy units by just spawning them and sitting back, not getting hit

that fire elemental in the beginning... it burns when running into the volcano

insignia of the alliance probably gives you 200% mana regeneration...


game is not playable alone :( so no more stuff i found out

E: oh wait a sec, i found out that fire totems enable you to ocreate the bridge with those two stone thingys

Thanks for your response mate.
Let me start:
1.)I never wanted the infor to be Piratish... It's Hordish. :p
2.)I knew about the necro, it will get fixed.
3.)Never noted these things in tooltips. Thanks though.
4.)The Warrior cant get his colors fixed. No more space.
5.)Should the totems draw aggro as they are invulnerable?
6.)The Fire Elemental. Hmm.. you have right. It will get fixed.
7.)I worked on Brilliance aura recently and I could have screwed the things.
8.)Play the map with 2 more friends. it's not solable.

excellent map you just made! hope you make more modifications, 5/5! :grin:

Never doubted in Horde fans :D
Glad you liked it.
Check out the changelog man. I make new things every day :D
 
Level 2
Joined
Feb 10, 2009
Messages
12
Short Review

Story 7/10
The story is creative but it's kinda short.

Units 8/10
Most of the Heroes are copies from the WoW Classes. But their models are unique and cool.

Terrain 9/10
The terrain is just as it should be. A very little problem is that there are some holes which can heroes pass but in Warcraft 3, they can't. There are many "hard-to-see" paths that I got stuck many times.

Misc 10/10
Everything is else is excellent, the custom items, the triggers etc.

Final Rating: 34/40 (Excellent Work)
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Short Review

Story 7/10
The story is creative but it's kinda short.

Units 8/10
Most of the Heroes are copies from the WoW Classes. But their models are unique and cool.

Terrain 9/10
The terrain is just as it should be. A very little problem is that there are some holes which can heroes pass but in Warcraft 3, they can't. There are many "hard-to-see" paths that I got stuck many times.

Misc 10/10
Everything is else is excellent, the custom items, the triggers etc.

Final Rating: 34/40 (Excellent Work)

Thanks for the review. Saying that the heroes are copiess though is a bit harsh. I did my best to chnage the abilities as much as possible from the ones in WoW. There are also true classes that don't exist in WoW. But yeah, the main idea behind the Heroes is from WoW. :thumbs_up:
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
There are 3 Legendary items in the game.

1 of them fits the Agility hero. ---> Drops from a boss: Atal'ai
1 of them fits the Strenght hero. ---> Drops from a boss: Guardian of the Hammer
1 of them fits the Intelligence hero. ---> Rarely drops from mobs

Legendary items have orange names.
 
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Level 1
Joined
Feb 25, 2011
Messages
3
Hi, first thing, I love your map. It's very original and well executed.

I have a list of bugs and suggestion that would be nice if you looked at:



It's a great boss, but by standing still at the same spot, you can too easily defeat him.



Health per second or Life per second? In the "Ruby" item it says different som the item shown it the screenshot.

/removed - too revealing

---

Suggestions:

1. Set items: It would be cool if you implemented Set Items for the different attributes respectively. This with a bonus of partly finnished sets and completed ones.

2. Quests? Would be cool with scattered NPCs around the map with different quests... which leads to suggestion 3.

3. A sort of Trophy-system for accomplishing things on the map (killing certain bosses, reaching a certain number of completed quests..and so on). Maybe this could be transferred to another play-through in some way?

4. More of the legendary items (low drop chance at difficult respawnable bosses).

If you have another vision of the map's future..then skip my suggestions ^^ only giving some thoughts.
 
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SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Hi, first thing, I love your map. It's very original and well executed.

I have a list of bugs and suggestion that would be nice if you looked at:



It's a great boss, but by standing still at the same spot, you can too easily defeat him.



Health per second or Life per second? In the "Ruby" item it says different som the item shown it the screenshot.

I don't know if its just a limitation for further expanding of the map..or just a bug. There is a stone in the water..and my curiosity lead me there ^^

---

Suggestions:

1. Set items: It would be cool if you implemented Set Items for the different attributes respectively. This with a bonus of partly finnished sets and completed ones.

2. Quests? Would be cool with scattered NPCs around the map with different quests... which leads to suggestion 3.

3. A sort of Trophy-system for accomplishing things on the map (killing certain bosses, reaching a certain number of completed quests..and so on). Maybe this could be transferred to another play-through in some way?

4. More of the legendary items (low drop chance at difficult respawnable bosses).

If you have another vision of the map's future..then skip my suggestions ^^ only giving some thoughts.

Amazing review. Thanks a lot.

First off: 1.)Playing alone is pretty boring. And the boringness is doubled if you have unlimited lives. Will you think it's that easy if you limit your lives to 25? ;)
2.)It's possible I made a mistake or two with Health/Life. It will get fixed.
3.)
The rock you found is a secret way to a powerfull item. I will be thankfull if you remove the screenshot as fast as you can. Also type in -items when you play next time and you will see what item I am talking about.
4.)Rarely spawnable bosses? I like that. Coming in next version!
5.)I was just thinking for making set items today :D
6.)I tried to make quests before but I failed. It could happen, but I promise nothing.

+rep for the review :) Stay tuned for next versions! :wink:
 
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Level 1
Joined
Feb 25, 2011
Messages
3
:)

Amazing review. Thanks a lot.

First off: 1.)Playing alone is pretty boring. And the boringness is doubled if you have unlimited lives. Will you think it's that easy if you limit your lives to 25? ;)
2.)It's possible I made a mistake or two with Health/Life. It will get fixed.
3.)
The rock you found is a secret way to a powerfull item. I will be thankfull if you remove the screenshot as fast as you can. Also type in -items when you play next time and you will see what item I am talking about.
4.)Rarely spawnable bosses? I like that. Coming in next version!
5.)I was just thinking for making set items today :D
6.)I tried to make quests before but I failed. It could happen, but I promise nothing.

+rep for the review :) Stay tuned for next versions! :wink:

Thanks for taking my suggestions under consideration :D

I removed it as you wished. And yeah, there is a whole other truth to it when playing with 25 lives instead of Wuss-mode..I will try that next time (and with friends).

Regarding quests, I would first find inspiration through other maps. I like how they did it in TKOK Orpg (with an advanced "Talk-option")..or as simple as in True Chaos v.0.11a (left-click attained quests). The other problem is creating a story for each one of them and where to put them. Well, I hope it happens some day ^^
 
Level 1
Joined
Oct 24, 2010
Messages
4
Awesome Map ^_^ 5/5

Awesome Map! ^_^ 5/5

-----------------------------------------------------
~2 posts merged
Don't double post, from now on, use edit button instead!

You can delete this message from your post as soon as you read it!
-Kobas-
 
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Level 2
Joined
Feb 13, 2010
Messages
22
well... i reached the island where Thrall is.. i defeat all the human and the boss.... and no event come out??
and btw y are there 4 ritual circle
stucked there...
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
well... i reached the island where Thrall is.. i defeat all the human and the boss.... and no event come out??
and btw y are there 4 ritual circle
stucked there...

After you kill the Human boss you must go to North from his location and sail out with a ship out of the map. That's how it ends.

About the circles, they are a part of completing a legendary item.
 
Level 2
Joined
Feb 13, 2010
Messages
22
i mean the circle on the seas.. theres 4 circle in total...
but i .. the seaway stuck on the circle there.. no more way to move..
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Is this map still unprotected from free editoring by other's? :vw_wtf:


I knew that this question will come soon or later. So here is my explanation on the whole thing.

1.One or two weeks ago I found a user (not from THW) publish the map on another site under his name. That seriously made me think to protect the map and so I did it.
2.This is the kind of maps that if you open it in the editor, you will spoil the whole gaming experience by seeing hidden places/bosses etc.
3.Still I love the THW community and I am ready to give an unprotected version to people who give me reasonable... "reasons" for seeing the map in it's unprotected version. If you are interested PM me.

Hope you understand me! =)
 
Level 4
Joined
Sep 19, 2008
Messages
14
Okay, played your map with a bunch of friends, and found this bug.

I was playing Selena, that bloodelf mage, so there's this skill that can control creeps under Level 3. There was this Firelord, which was Level 2. So I casted on it, and I controlled it. Then we couldn't proceed, so we thought we should kill it. Since it took too long, I decided to send it to the bunch of high level monsters (it's like a teleport trap that teleports you to a Lvl 10 hydra) and the Firelord ended up getting Devoured by the Hydra instead, and didn't die.

Then shit happened, and we were stuck. So...yeah.
 
Level 1
Joined
Mar 16, 2011
Messages
3
Hmm.. that's strange I didn't note that. If it's true, it will get fixed.

Dude exelent map. i realy liked it. Oh i found a bug. One of the heroes that you select does not have a skin. The one with the grom helsceram icon. all the others work fine. And yes i have the latest patch. Could you tell me how to get the bow item that is rare. i found it near the begining but its sorounded bu magical pen wals. whats the deal??
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Dude exelent map. i realy liked it. Oh i found a bug. One of the heroes that you select does not have a skin. The one with the grom helsceram icon. all the others work fine. And yes i have the latest patch. Could you tell me how to get the bow item that is rare. i found it near the begining but its sorounded bu magical pen wals. whats the deal??

The Warlord's bug got fixed, and about the bow, I will give you a hint: there is a book item that will tell you how to acquire the bow. Fnd the book!
 
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