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This is a good way to make a orpg

Level 6
Joined
Jan 26, 2009
Messages
98
A ORPG are recomended to be 256 by 256.
Make a starting town. The town should have a shop, quest giver and a starting point. Next, create a way to get a hero.
Make more towns if you want. They should be the same, except there is no starting point.

Example: this highly recomended Hero-chossing area.Below is the trigger for it
  • Select a hero
    • Events
      • Unit - A unit comes within 80.00 of Circle of Power (large) 0001 <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Wisp
    • Actions
      • Unit - Create 1 Footman for Player 1 (Red) at (Center of Startpoint <gen>) facing Default building facing degrees
or the type-choose way. Again, the trigger below.
  • Type-select a hero
    • Events
      • Player - Player 1 (Red) types a chat message containing -warrior as An exact match
      • Player - Player 2 (Blue) types a chat message containing -warrior as An exact match
      • Player - Player 3 (Teal) types a chat message containing -warrior as An exact match
      • Player - Player 4 (Purple) types a chat message containing -warrior as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -warrior as An exact match
      • Player - Player 6 (Orange) types a chat message containing -warrior as An exact match
      • Player - Player 7 (Green) types a chat message containing -warrior as An exact match
      • Player - Player 8 (Pink) types a chat message containing -warrior as An exact match
      • Player - Player 9 (Gray) types a chat message containing -warrior as An exact match
      • Player - Player 10 (Light Blue) types a chat message containing -warrior as An exact match
    • Conditions
    • Actions
      • Unit - Create 1 Warrior for (Triggering player) at (Center of Startpoint <gen>) facing 90.00 degrees
Make the quests, and the triggers below.
Get a item quest trigger
  • Get a item quest
    • Events
      • Unit - A unit enters Startpoint <gen>
    • Conditions
    • Actions
      • Quest - Create a Required quest titled The King's load with the description There are many inva..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
      • Quest - Display to (All players) the Quest Discovered message: Go and get the elve...
      • Wait until (((Triggering unit) has an item of type Elven battle plans) Equal to True), checking every 1.00 seconds
      • Quest - Display to (All players) the Quest Update message: Go to the King's Po...
      • Wait until ((Quest <gen> contains (Triggering unit)) Equal to True), checking every 1.00 seconds
      • Player - Add 100 to (Owner of (Triggering unit)) Current gold
      • Quest - Mark (Last created quest) as Completed
Kill monsters quest trigger
  • Kill monsters quest
    • Events
      • Unit - A unit enters Startpoint <gen>
    • Conditions
    • Actions
      • Quest - Create a Required quest titled The King's load with the description There are many inva..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
      • Quest - Display to (All players) the Quest Discovered message:Go and kill the nearby bandits
      • Wait until (((Bandit 0004 <gen> is dead) Equal to True) and (((Bandit 0005 <gen> is dead) Equal to True) and ((Brigand 0006 <gen> is dead) Equal to True))), checking every 1.00 seconds
      • Quest - Display to (All players) the Quest Update message: Go to the King's Po...
      • Wait until ((The Kings Postbox <gen> contains (Triggering unit)) Equal to True), checking every 1.00 seconds
      • Player - Add 100 to (Owner of (Triggering unit)) Current gold
      • Quest - Mark (Last created quest) as Completed
Now, for the bosses. Trigger below.
  • Boss1 trigger
    • Events
      • Unit - A unit enters Boss1 <gen>
    • Conditions
    • Actions
      • Game - Display to (All players) the text: Warning, there is a...
Optional stuff(Those in good rpgs):week:.
Spells: please create your own or download them. The trigger below tell you how to create one.
  • no1
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Blizzard
          • (Ability being cast) Equal to Blizzardra
          • (Ability being cast) Equal to Blizzardga
          • (Ability being cast) Equal to Fire
          • (Ability being cast) Equal to Fira
          • (Ability being cast) Equal to Firga
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Ability being cast) Equal to Blizzard
              • (Ability being cast) Equal to Blizzardra
              • (Ability being cast) Equal to Blizzardga
        • Then - Actions
          • Special Effect - Create a special effect at (Target point of ability being cast) using Doodads\Icecrown\Rocks\Icecrown_Crystal\Icecrown_Crystal6.mdl
          • Wait 1.33 seconds
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Ability being cast) Equal to Fire
                  • (Ability being cast) Equal to Fira
                  • (Ability being cast) Equal to Firga
            • Then - Actions
              • Special Effect - Create a special effect at (Target point of ability being cast) using Doodads\Hell\Flame\Flaming Flame\Flame6.mdl
              • Wait 1.33 seconds
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
Blizzard and Fire are too different spells
Item-spells: make the abilitys item ones.
  • no2
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Unit-type of (Triggering unit)) Not equal to Mage
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Blizzard
          • (Item-type of (Item being manipulated)) Equal to Fire
    • Actions
      • Item - Remove (Item being manipulated)
  • no3
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • (Charges remaining in (Item being manipulated)) Equal to 0
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Blizzard
        • Then - Actions
          • Hero - Create Blizzarrra and give it to (Triggering unit)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item being manipulated)) Equal to Blizzarrra
            • Then - Actions
              • Hero - Create Blizzarga and give it to (Triggering unit)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-type of (Item being manipulated)) Equal to Fire
                • Then - Actions
                  • Hero - Create Fira and give it to (Triggering unit)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Item-type of (Item being manipulated)) Equal to Fira
                    • Then - Actions
                      • Hero - Create Firga and give it to (Triggering unit)
                    • Else - Actions
Camera:Camera link
Weapons:Trigger Below.Add the stats on Object Editor
  • Wield a weapon
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Your Weapon
          • (Item-type of (Item being manipulated)) Equal to My Weapon
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Your Weapon
        • Then - Actions
          • Special Effect - Create a special effect attached to the right hand of (Triggering unit) using Abilities\Weapons\YourWeapon\YourWeapon.mdl
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item being manipulated)) Equal to My Weapon
            • Then - Actions
              • Special Effect - Create a special effect attached to the right hand of (Triggering unit) using Abilities\Weapons\MyWeapon\MyWeapon.mdl
              • Trigger - Turn off (This trigger)
            • Else - Actions
  • Drop a weapon
    • Events
    • Unit - A unit Loses an item
    • Conditions
  • Or - Any (Conditions) are true
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Your Weapon
      • (Item-type of (Item being manipulated)) Equal to My Weapon
    • Actions
      • Special Effect - Destroy (Last created special effect)
To tell the truth, Your Weapon and My Weapon are actually your own custom weapons(you can name them anything you like)
Now for the no hacking system for quests.
Make 10 variables. One for each player.
Name them NoHackers. They should be integer. The value should be 0.
Make 10 triggers all alike like this.
Add those to the quests.
It should look like this
  • Get a item quest
    • Events
      • Unit - A unit enters Startpoint <gen>
    • Conditions
      • Or - Conditions
        • And - Conditions
          • NoHackers Equal to 0
          • (Owner of (Triggering unit)) Equal to Player 1 (Red)
        • And - Conditions
          • NoHackers2 Equal to 0
          • (Owner of (Triggering unit)) Equal to Player 2 (Blue)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditons
          • (Owner of (Triggering unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Set NoHackers = NoHackers + 1
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditons
              • (Owner of (Triggering unit)) Equal to Player 2 (Blue)
            • Then - Actions
              • Set NoHackers2 = NoHackers + 1
            • Else - Actions
      • Quest - Create a Required quest titled The King's load with the description There are many inva..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
      • Quest - Display to (All players) the Quest Discovered message: Go and get the elve...
      • Wait until (((Triggering unit) has an item of type Elven battle plans) Equal to True), checking every 1.00 seconds
      • Quest - Display to (All players) the Quest Update message: Go to the King's Po...
      • Wait until ((Quest <gen> contains (Triggering unit)) Equal to True), checking every 1.00 seconds
      • Player - Add 100 to (Owner of (Triggering unit)) Current gold
      • Quest - Mark (Last created quest) as Completed
The players should be 1-10.
That's all! Happy Mapmaking!
 
Last edited:
Well, I think it'd be better if you listed the things that good ORPGs have, how to make those things (link to other tutorials if you want), and what you should do to make it interesting and so on. If someone followed this tutorial the result should be very open-ended -- a tutorial is meant to be a guide, not a recipe.
 
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