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Vuen's D&D Grand Project comeback Thread

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This is a thread for Vuen's D&D Grand Project's return. When it's ready to be released I'll go ahead and drop it off in the map section.

For those unfamiliar with Vuen's, it's based off of Quatre Dan's D&D, and gives 3 DMs control over a story they design for 7 hero controlled players. The DMs have powers similar to that of SotDRP.

I don't know how many are even familiar with Grand Project, but it was the first mod after SMW and the first one to include skilladd. VYM appeared shortly after. Though VYM was bare of imports it did boast powerful commands.

However Grand Project was the only one which allowed DMs to create units directly to themselves. This came with an alliance system, which allowed players to split and branch away from the same factions and gave them the opportunity to truly conflict with one another.

It died with the return bug, and hasn't been sought out since. As the original creator, I've decided to restore it. My original task was to take Vuen's D&D VYM and continue it. However MageofMystra's scripting was beyond me. It seemed easier to modify Grand Project and borrow from VYM. So that's what I've done.

Grand Project will be released the moment all spells have been replaced for the heroes. This requires a spell maker, as I'm getting the systems up and running. It'd be great if someone could assist me here. I can make JASS and vJASS spells just fine, but whenever I attempt it I spend a whole day on one or two spells debugging and fixing them. What I need to do is get repititious work done like filling out the attachment list and creating better systems, alongside studying and cleaning up the code.

Now then, the big stuff. What's new with GP?

Well now that we have an 8GB limit I will build up on the imports, but not til everything with the scripting is finished.

I've added water tinting, weather, more control over stats to change, two new forces to control (Player Black and Player White), hurt and recharge commands, lifeat and manaat commands, play animation, animation speed, fog, reset cooldowns, and there's more coming.

The biggest thing right now is the attachment system, just like in SotDRP. Who doesn't love that? Your bosses will look so much more epic.

I'll be attempting to add a terrain painting ability so you can change the terrain types! Also I plan on expanding the map to 512x512 and adding in more doodads.

It's going to be great for all you Vuen's D&D fans :)

Hope to hear some feedback, comments, or concern!
 
Oh.. I really really loved that game.. I'm happy you are working on it, will keep my eyes on this thread.

1 thing I could suggest you, is to add more buildings custom models, cause building village for '' satyr, Goblin, gnolls etc..'' was kind of hard with the normal building and doodads found in warcraft3...

also.. try to add at least 1 hero for every creep races would be cool for bosses... like (murloc boss, satyr boss, gnoll boss)

cause fighting bandits, murlocs and undeads gets tiering over time.

Also, I hope you to change the ''money system'' cause it always sucked to run and click on the gold that droped from an enemie.. even if it's like DnD, players always steal the golds from others, wich makes a huge diffrent when buying weaponds, wich is also pretty much the only upgrade you can do on your hero beside leveling.
 
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Yeah, the building angle thing aint too tough. All I gotta do is remove the buildings status as structures, set them to rotate at an inputted angle, then re-add the building state. The only problem is it has to be number based, unlike sotdrp where it's pointer based. Some people may not like that.

As for building models, I had a whole bunch of those I thought I added. Maybe I forgot to. Anyways, I'll remember to add them this time, though features and spells are what I need to finish before releasing the map. Afterwards I'll be sure to start adding or replacing a few models, as well as heroes.

The money system should be easy enough, I know using custom values can allow a custom gold system, and even better it'll allow you to change the custom value of the unit to set the gold distributed. A simple command like bounty # would do it to set the number for a unit. Perfect on bosses.

Thanks for the input. I'll be sure to add these features as soon as I can. :)
 
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Oh btw Goblin your work is great. I was gonna use a few things you submitted for GP. I think I did.

I finished the terrain system by the way and am figuring out the rotate command to apply it to buildings. After I fill out some tables and terrain codes I can start work on Doodads, then expand the map to 512x512 and throw in some extra terrain. You'll be able to take the battle to outland while repainting inbetween.

I can work on models as well when I get the chance. I think the biggest thing that'll hold the game back from release though is the Spell making, which currently has gone unresolved :( Buthave no fear I can fill in if it comes down to it. :)

UPDATE1: I've finished a rotate command. It's not even close to accurate though, so I'm going to examine it a bit and see what's wrong. If I can't figure it out I'll take it into the fellows down in the Triggering forum to get it checked out.

I've filled out the attachment tables, and should only have the Buff and Unit table left. (Filled out the Missiles, Abilities, and Special table)

I've filled in Lordaeron Summer, Winter, Fall and Barrens and Ashenvale tiles for the tile painter, which is now complete.

I've added a command by request that lets you set goldmine gold.

These tables will take a long time, and once I finished I'll move on to filling out the doodads with decorative extras :)

Then I can start work on a custom bounty system to replace the current one.

From there it's all about imports and re-editing. However I still need 1-2 spell makers to assist me. :\
 
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Hey Goblin if you want any of your own creations on the map just ask and I'll throw one on.

Alright, the progress has been good. I haven't gotten much of any spells done though, which is unfortunate. I've been having trouble with the Caster System and XE is beyond me.

Terrain system is getting close to completion but it's a lot of repetitious work. I've requested some help. I'm working on a spell for geomancer that takes into account the terrain type they're standing on, which is going to be awesome. Also working on a small handful of spells. :D

I should be able to get a few doodads up too. I wanted to add fences and rocks, then I'll try and input a brush size option.

Once that's done I'll start work on a bounty system. :D That one might take a little more work, but I don't forsee any problems. You'll even get to set the bounty award for players on a particular unit.

P.S.
Just a quickie, but what would you think if most hero spells, when put on units, are influenced by the Bounty award?

It would basically mean the higher the award for killing the unit, the higher the damage of the spells it casts and passives it uses.
 
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Cool. I almost have the bounty system finished. IamtheRPer is working on the Terrain data. I've got N1ghtW1ng and IncubiProtocol working on spells with me on the side, and I asked Adikutz, but while he said he'd try, he seems too busy at the moment.

The only problem is I'm the only one who has finished anything. So I'm still the only one producing anything for the project at the time being.

Once I finish the bounty system and terrain data then I'll just throw in some filler spells (Default WE skills) and give the map to the public.

It'll be pretty sub-par skill wise til it's done. However I am thinking of adding a feature that lets you build your own hero. First I"ll start by importing 1.5mb of imports, consisting of units that you place attachments on and the attachments. So you can take a hero, build him up with attachments to customize your look, and then request DMs to give and level your skills. At some point I'll make spell shops to go with this.

I make this for the Vuen community and don't mind taking reasonable requests for imports, which is why I asked. If you think up something go ahead and ask.

Alright then, back to work. There's some really awesome spells and functions, not all of which I can say are bug-free. Can't wait to release.
 
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Gewd nooz evary bawdy!

Haha, I've been working so hard on the map I've ignored the thread. Tons of new features, and I do mean tons! Most all the systems I mentioned here are done. I've added an inventory system with 12 bag slots and 8 equipment slots.

There's tons of new features to type in too. The Quests are highly documented, which should help immensly.

The changes are so fantastical and differentiated and big you'll be surprised you're playing Vuen's D&D.

I have one bug to finish before official release, and that's where you can't pick up items on the ground when you have a custom inventory. I'm looking into why that is, but when it's fixed I'll release.

We're talking new terrain (Thanks to Z3) and a bunch of new spells I made. Adikutz is helping, hopefully he'll toss me the skills soon. Meanwhile my friend IncubiProtocol has a camera system that I'll use to replace the old one, which swivels around the hero and is controlled by arrow keys. You can still press esc to go to default WC3 camera too :)

On top of that, there's: Attachment System, ; and : speech keys like in SotDRP for naming units, you can paint new terrain, you can give any hero the special inventory and even designate what they can and can't equip yourself, there's now player black and player white, along with ally and unallying, you can set unit classifications, reset cooldowns, set collision, fly height, movespeed, negative bonus values, a bonus system that lets you set gold drop and spell damage, the list goes on.

But out of kindness here is the Quest trigger for the map. The strings should tell you what to expect.

JASS:
function QRTitle takes integer QNumber returns string
    if QNumber == 1 then
        return  "Thanks To"
    elseif QNumber == 2 then
        return "Give Input!"
    elseif QNumber == 3 then
        return "Version Notes"
    elseif QNumber == 4 then
        return "Bugs?! Crashes?!"
    elseif QNumber == 5 then
        return "Chat System"
    elseif QNumber == 6 then
        return "Camera & Hero Functions"
    elseif QNumber == 7 then
        return "Modify your own GP!"
    endif
 return "No Title!"+"["+I2S(QNumber)+"]"
endfunction

function QOTitle takes integer QNumber returns string
    if QNumber == 1 then
        return "DMs: Tips"
    elseif QNumber == 2 then
        return "DMs: Items and Shops"
    elseif QNumber == 3 then
        return "DMs: Alliance settings"
    elseif QNumber == 4 then
        return "DMs: Terrain"
    elseif QNumber == 5 then
        return "DMs: Create"
    elseif QNumber == 6 then
        return "DMs: Unit Settings 1"
    elseif QNumber == 7 then
        return "DMs: Unit Settings 2"
    elseif QNumber == 8 then
        return "DMs: Expert"
    elseif QNumber == 9 then
        return "DMs: Globals"
    elseif QNumber == 10 then
        return "Inventory System"
    elseif QNumber == 11 then
        return "Attach List 1"
    elseif QNumber == 12 then
        return "List 2"
    elseif QNumber == 13 then
        return "List 3"
    elseif QNumber == 14 then
        return "List 4"
    elseif QNumber == 15 then
        return "List 5"
    elseif QNumber == 16 then
        return "List 6"
    elseif QNumber == 17 then
        return "List 7"
    elseif QNumber == 18 then
        return "List 8"
    elseif QNumber == 19 then
        return "Abilties"
    elseif QNumber == 20 then
        return "Human Abilities"
    elseif QNumber == 21 then
        return "Orc Abilities"
    elseif QNumber == 22 then
        return "Undead Abilities"
    elseif QNumber == 23 then
        return "Night Elf Abilities"
    elseif QNumber == 24 then
        return "Terrain List 1"
    elseif QNumber == 25 then
        return "Terrain List 2"
    elseif QNumber == 26 then
        return "Terrain List 3"
    elseif QNumber == 27 then
        return "Terrain List 4"
    elseif QNumber == 28 then
        return "Terrain List 5"
    endif
 return "No Title!"+"["+I2S(QNumber)+"]"
endfunction

function QuestsRequired takes integer QNumber returns string
    //Thanks To
    if QNumber == 1 then
        return "A special thanks goes out to the following people for their
help with the Vuen's D&D Grand Project by giving a hand.

Orlandeau for doing the map terrain, supplying endless ideas
and getting GP where it needs to be.
Adikutz for his spell contributions." + "
IncubiProtocol for creating the camera system.

The friends of Titanhex in the Vuen's community include:

Zhou_Yu, Master Lich, Faris.Scharwitz, Okarioth," + "
Undead_Ravager.  Please show them the same amount of 
respect you'd show me.

Friends outside the community are: " + "

duke-zip, laqueus, and n1ghtwing"
 
    //About the Author
    elseif QNumber == 2 then
        return "I'm making major modifications to VD&D on a regular basis.  If 
you'd like to be a part of that, like everyone else, then 
head on over to Hiveworkshop.com, go to maps, and type in 
Titanhex.  If you'd like to give me your ideas, tell me " + "
what you think would be cool, things you'd like to see, 
send me a message on USWest or pop into USEast's DnDE clan.

I'm friendly, I promise.  Maybe you'll see me in a game or
two."
    //Version Notes
    elseif QNumber == 3 then
        return "The SMW (Spiritman's Work) version of DnD is a modified 
version of Vuen's D&D V2.5a Final.  The Grand Project 
addition of DnD is a furtherance of SMW's own version.  
Further, the doodads of VYM were added. " + "  Beyond that 
I have modded Vuen's system to support more commands. 
I am also working on fixing up his code to be faster. 

July 23, '10"
    //Bugs?!
    elseif QNumber == 4 then
        return "So you've found a bug?  My apologies, the version hasn't
been tested extensively.  Please report it to me at my
email, [email][email protected][/email] so that I can get " + "
it taken care of.  Since 90% of the changes to VD&D GP
have been done by me, I should be able to pinpoint and
fix all bugs.

You may've spotted the big nasty itemdrop bug. I have 
a workaround, the ItemGrab system on the Selector. 
Unfortunately it's impossible for me to understand 
why it exists, but the inventory system is too big 
a part to be dropped."
    //Chat System
    elseif QNumber == 5 then
        return "To set a name, enter set#name, for some number 0-9. Then 
enter the number before your messages. Example:

set1Jack
1Hello!

will message 'Jack: Hello!' Once you've set up your 
names, press F12 and choose Observers so that 
players only see the chat once.

To set your ooc, type setoocname.  A new feature for DMs
has been added. Select a unit and type set; to set the 
name specifically for that unit.  While selected, type 
;words to make it talk, or :words to make it talk with 
it's own colored name."
    //Player Functions
    elseif QNumber == 6 then
        return "To unlock the camera, press |c00FFFF00ESC|r.
To look left or right, hold the left or right arrow key. 
to swivel your camera up or down, hit the up or down 
arrow key.  Both birds eye view and first person are 
available. " + "

If you die, press |c00FFFF00ESC|r to revive. You lose a 
lot of experience by dying, so try to avoid it as much 
as possible.  To animate your hero, type play animation."
    //Modify your own
    elseif QNumber == 7 then
        return "Ever dreamed of modifying your own version of Vuen's D&D?
To certain people, that may be possible!  I don't mind sending 
people who ask an unprotected version that they can build upon.  
However, I can't just give it out to anyone.  Speak to me for 
a little while about it and it's more than likely you'll recieve 
an unprotected version."
    endif
 return "No Data"    
endfunction

function QuestsOptional takes integer QNumber returns string
    //DM Tips
    if QNumber == 1 then
return "Your first steps into DMing may be daunting.  
Here are some tips to ease you along:

- Try typing out the names and commands instead of scrolling
  to the pallete in the bottom right.  This will speed up your 
  quest creation time tendfold.

- Hitting F1 will reselect the Pointer, which allow you to place
  units and objects faster."

    //DM Items and Shops
    elseif QNumber == 2 then
return "DMs have item shops that they can buy from, which is pretty 
much the only way to get items as their is no item creation system.  
To access the Item Shops, try typing: itemshop(1,2,3..14)

To give an item that costs lumber directly to a player, have 
them approach the shop alone, type control, them purchase the
item after selecting the hero who will be buying."

    //DM Alliance settings
    elseif QNumber == 3 then
return "There are two computer players called Ally (yellow) and 
Enemy (red) with their respective allegiances to the players; 
the DMs have shared control over them. When you create units, 
you choose what side you want them to be on, and you can switch 
unit sides using the Units->Side function.

Unlike previous versions, you can control your own colored 
units.  This allows dynamic stroylines with greater conflict
and opposition, even amongst players.

To ally and unally players, type (un)ally (color) and (color).
To vision and unvision colors, type unvision (un)vision (color) and (color)"
    
    //DM Terrain
    elseif QNumber == 4 then
return "You may have noticed that the terrain looks extremely 
plain, and has way too many ramps. It's your job to fill 
it in. Use the tree creation functions to create a path 
for the players to follow, blocking many of the ramps. 
Add gates and bridges at important quest points; use walls 
to enclose kingdoms"+" and terrain raisers to modify
the land.  Create paths and environments with the terrain 
command.  Please note though, there is a limit to how many 
extra tilesets you get. Choose wisely." + "

terrain (terrainname) will allow you to paint the terrain with 
you chosen tileset."
    //DMs: Create
    elseif QNumber == 5 then
return "You can use commands instead of the GUI to create units, 
items and doodads. To create, say, a 'mudgolem' or 
'icecrownobelisk' or 'grove', just type it in (without 
single quotes).

The map will teach you the names of everything as you 
choose them from the palettes; this also works for units 
that have not been placed in the pallette."
    //DM Commands: Unit Settings 1
    elseif QNumber == 6 then
return "This is a list of DM commands for Units and Heroes.

    level #
    invuln
    vuln
    immune
    mune
    reset/rcool
    xprate #
    
These can be toggled on/off by typing them:
    isundead
    issummon
    iseancient
    istauren
    isstructure
    istownhall

To change the owner of a unit, type either:
    give color
    give #
    give ally
    give enemy

To change stats:
    life
    lifeat
    hurt
    mana
    manaat
    rech
    recov
    regen
    regen%
    
    int
    intset
    agi
    agiset
    str
    strset
    
    armor
    damage
    aspeed
    mspeed
    
    size
    tint
    color"
    
    //DM Commands: Unit Settings 2
    elseif QNumber == 7 then
return "Some of these commands are new or advanced:

    nc/ncoff - No collision. Allows a unit to move through obstacles.
    fly # - Set the fly height of a unit.
    
    anim # - Set the animation speed of a unit.
    play - Play a unit's animation
    
    bounty # - Set the bounty reward for a unit when it's killed
    
    'skillname - gives a skill to a unit
    @skillname - removes a skill from a unit
    =skillname - sets and gives a skill to a unit
    
    face # - Make a unit or building face an angle. Type twice for buildings
    goldat # - Set the amount of gold in a gold mine
    attach # (whatFX) (where) - Attaches an FX to a unit.
    queston/questoff - Creates a ! above the units head or removes it.

    ally player player - By filling in player with a color or number 
    you can (un)ally players. Use all to (un)ally everyone with 
    that player. This is toggled, so typing it again will unally.
    Ally Attack will toggle ally attacking on/off."

    //DM Commands: Expert
    elseif QNumber == 8 then
return "The following commands are available to expert DMs. Use them wisely.

ka - Toggles KeepAlive healing on selected units.

brush 1-9, 200-2000: This will change the brush size for the terrain 
tool [1-9] and the doodads [200-2000].

customaura - place add, remove, sfx, a #, b #, c #, s #, tail #, and 
fx (fxname) at the end to modify it. SFX gives reoccuring animations 
set with s, tail and fx.

'permanence and @permanence - Part of the pet system. Permanence 
allows you to cast a spell and bind a unit to you. The pet unit is 
then commandable via a spellbook by the master unit. @permanence 
releases the units from that bond."

    //DM Commands: Globals
    elseif QNumber == 9 then
return "The following commands are used to change the environment.

weather # (weathertype) - Sets the weather for all players
watertint # # # # - Sets the water tint.
fog # # # # - Sets the fog tint.

timestart
timestop
timescale
time #.##

xprate #.#"

    //Inventory System
    elseif QNumber == 10 then
return "The inventory system supports 8 equipment slots and 
12 inventory slots.  Certain items can stack when put in your 
backpack.

There is currently an unusual bug where you can't pick up items 
on the ground.  I'm trying to pinpoint and fix this bug.

Use the hinv command to give a hero the inventory.  The 
following are presets to type after is hero.

Paladin
Warrior
Barbarian

Ranger
Rogue
Spellsword

Mage

EquipAll

Here are the item and weapon types.  Type these followed 
by commas after hinv to create your own inventory specs.

Heavy Armors, Leather Armors, Cloth Armors, Shields 
Mauls, Swords, Daggers, Offhands, Bows, Arrows, Axes, Wands, Staffs"

    //Attachment List
    elseif QNumber == 11 then
return  "barkskin
fireballmissile
deathcoilmissile
ancientprotectormissile" + "
orbofdeathmissile
arrowmissile
banditmissile
spiritofvengeancemissile" + "
bansheemissile
harpymissile
reddragonmissile
bloodelfmissile " + "
cryptfiendmissile
cannontowermissile
guardtowermissile " + "
chimaeraacidmissile
chimaeralightningmissile
wingedserpentmissile 
corrosivebreathmissile " + "
demolishermissile 
demonhuntermissile 
catapultmissile 
dragonhawkmissile "+ "
druidofthetalonmissile
dryadmissile
voidwalkermissile
faeriedragonmissile " + "
farseermissile
lordofflamemissile
gyrocopterimpact
gyrocoptermissile " + "
frostwyrmmissile
gargoylemissile
glaivemissile "+ "
poisonarrowmissile
fragdriller
greendragonmissile
gryphonridermissile " + "
zigguratfrostmissile
boatmissile
sentinelmissile 
hydraliskimpact " + "
illidanmissile
keepergrovemissile
axemissile " + "
lavaspawnmissile
lichmissile
locustmissile 
makuramissile " + "
meatwagonmissile
mortarmissile
murgulmagicmissile
nagaarrowmissile "

    //Missiles2
    elseif QNumber == 12 then
return "necromancermissile 
zigguratmissile
brewmastermissile
phoenixmissile " + "
priestmissile
moonpriestessmissile
bristlebackmissile
seaelementalmissile " + "
rexxarmissile
rifleimpact
blackkeepermissile
serpentwardmissile "+ "
shadowhuntermissile
rocketmissile
steamtankimpact
skeletalmagemissile "+ "
ancestralguardianmissile
sludgemissile
sorceressmissile
spellbreakermissile "+ "
vengeancemissile
snapmissile
battrollmissile
huntermissile "+ "
witchdoctormissile
tuskarspear 
wardenmissile 
waterelementalmissile "+ "
wyvernspearmissile
ucanceldeath 
hcanceldeath
nagadeath "+ "
necanceldeath 
humanlargedeathexplode 
orclargedeathexplode 
demonlargedeathexplode "+ "
undeadlargedeathexplode
nightelflargedeathexplode 
glaivemissiletarget 
gryphonridermissiletarget "+ "
orcsmalldeathexplode
demonsmalldeathexplode 
wispexplode 
battlestandard "+ "
bundleoflumber 
penguin
treasurechest 
glyph" + "
potofgold 
humancaptureflag 
barrelsunit
nightelfcaptureflag "+ "
orccaptureflag
runicobject 
questionmark 
crystalshard "

    //Special FXs
    elseif QNumber == 13 then
return "shimmerweed
thunderlizardegg
phoenixegg
tomegreen "  + "
tomeblue 
tome 
tomebrown
tomered " + "
undeadcaptureflag
dispelmagic
absorbmana
bottlemissile "+ "
ancestralspirit
animatedead 
obsidianregenaura
avatar "+ "
roar 
trollbeserker 
blackarrowmissile 
undeadminecircle "+ "
blinktarget
blinkcaster 
breathoffiredamage 
breathoffire "+ "
breathoffrost
brilliance 
demolisherfiremissile
carrionswarmmissile "+ "
carrionswarmdamage 
lightningboltmissile 
boltimpact 
charm "+ "
resourceeffect 
cleavedamage 
tinkerrocketmissile 
coldarrowmissile "+ "
drumscaster
controlmagic
spiritwalkerchange
gravemarker "+ "
crushingwavemissile
crushingwave 
darkportal 
darkritualcaster "+ "
darkritualtarget
darksummonmissile
darksummon
deathcoil "+ "
deathpactcaster 
deathpacttarget 
defend 
devotionaura "+ "
devour 
devourmagicmissile 
plaguecloud 
disenchant "

    //Abilities 1
    elseif QNumber == 14 then
return "brewmastermissile
eattree
commandaura 
ensnaremissile "+ "
roots
fanofknives 
fanofknivesmissile 
arcanetowerattack "+ "
spellbreakerattack
feralspirit 
demonboltimpact 
flak " + "
flamestrike 
flamestrike1
flare
flyingmachineimpact " + "
freezingbreathmissile
nagacoldarrowmissile
frostboltmissile
frostnova "+ "
gather 
heal
healingsalve 
healbottlemissile "+ "
healingwave
holybolt
howlcaster
rockboltmissile "+ "
impale
infernal 
invisibility
agilitygain "+ "
orbdarkness
orbcorruptionmissile 
orbcorruptionspecial
orbcorruption "+ "
fireorbspecial
fireorbtarget 
frostorbspecial 
frostorbtarget "+ "
venomorbmissile 
venomorbspecial 
venomorb 
itemcommand "+ "
itemdispel
experiencegame
itemhealing
illusion 
itemgain "+ "
intgain
reveal
soultheft
strgain 
armorgain "

    //Abilities 2
    elseif QNumber == 15 then
return "areagain
iteminvis
lifesteal
magicsentry "+ "
manaburntarget
massteleport
massteleportcaster
massteleporttarget
mirrorimagemissile " + "
mirrorimage
levelup
annihilationmissile
lightningorbspecial " + "
lightningorbtarget
sloworbmissile
sloworb
parasitemissile
phaseshift " + "
markofchaos
phoenixfiremissile
pocketfactorymissile
poisonstringmissile "+ "
fallingsheep
polymorph
possessionmissile
purge 
quillspraymissile "+ "
raiseskeleton 
neutralizationmissile 
reincarnation 
reinforce
replenish "+ "
replenishoverhead 
replenishmana 
replenishmanaoverhead
moonwellcaster "+ "
moonwelltarget 
ressurectcaster
ressurecttarget 
revive "+ "
awaken 
scoutmissile
shadowstrikemissile 
shockwavemissile
arrow
shopsharing "+ "
blackarrow
silence 
sleep 
slow "+ "
spellshield
spellstealmissile
spellsteal
sphere "

    //Abilities 3
    elseif QNumber == 16 then
 return "bloodelfball
snapmissile 
battrollmissile 
taunt "+ "
spikedbarricade
spiritlinkzap
spirittouch
stampedemissiledeath "+ "
stampedemissile
manadraincaster
manadraintarget
stormboltmissile
stormearthandfiremissile
polymorphground "+ "
feralspiritdone
summoningritualtarget
thornsaura
thunderclap " + "
tomeofretraining 
goldbottlemissile 
treeoflifeupgrade
trueshotaura
unholyaura 
vampiricaura "+ "
vamppotion
warstomp 
webmissile 
bottleimpact
aerialshacklestarget "+ "
antimagicshell 
banish 
berserk 
voodooaura "+ "
voodooaura
blizzard
bloodlust
breathoffrost "+ "
brillianceaura
largefire 
mediumfire
smallfire 
elflargefire "+ "
elfmediumfire
elfsmallfire 
undeadlargefire
undeadmediumfire
undeadsmallfire "+ "
cloud
chimaeraacid
cripple
curse 
cyclone "+ "
zombify
deathanddecay
deathanddecaydamage
plaguecloud "

    //Abilities 4
    elseif QNumber == 17 then
 return "stun
doomdeath
doom 
draincaster 
draintarget "+ "
siphoncaster
siphontarget
drunkenhaze
earthquake
ensnareair "+ "
ensnare
entanglingroots
faeriefire 
flamestrikeembers "+ "
flamestrikedamage
flare
freezingbreath
frostarmordamage "+ "
frostarmor
howl
immolationdamage
immolation
impalehit "+ "
stun2
incinerate
incineratebuff
innerfire
divineshield "+ "
lavaspawnmissile
lightningshieldbuff
lightningshield
liquidfire "+ "
manaflaremissile 
manaflareimpact
manaflaretarget
manaflare
manaregen "+ "
manashield
mirrorimagedeath
monsoonrain
monsoon
parasite "+ "
immolationreddamage 
immolationred
phaseshift
poisonsting
possession
possessiontarget "+ "
purge
rainoffire
rejuvenation
revealeffect "+ "
roartarget
sanctuary
scrollofprotection
owl "

    //Buffs
    elseif QNumber == 18 then
return "shadowstrike
silence 
sleepspecial
sleeptarget "+ "
slow
slowed
soulburn
soulthefttarget "+ "
speedbonus
spellshield
cryptfiendmissile
thornyshield "+ "
spiritlink 
starfall
starfalltarget
thornsauradamage "+ "
tornado
tranquility 
tranquilitytarget
transmute "+ "
unholyfrenzy
unsummon
volcanomissile
volcano
webair 
web "+ "
toonboom
dissipate
udeath
smallflamespawn "+ "
dust
footprint
enbirth"

    //Ability Documentation 1
    elseif QNumber == 19 then
return " It's been requested that I give a list of abilities you can give. 
Well, I say look 'em up on their respective hero, but 
I know, that's not easy. So I will document some abilities." + " 

It's also important to note the abilities work like so:

ability# if there is multiple in the list. If removing or
adding a normal ability doesn't work, try putting 1,2,3 
after it.

hability for hero abilties. This is because many have non 
hero counterparts. You may want to remove those. Who knows. 
The h prefix doesn't apply to custom abilities." + " 

Here are some unique skills that come in handy:" + " 

noattack
addtostock
wander1
wander2
heroglow
load
ethereal
permanentinvisibility
buildingdamageaura
inventory
meleeimmunity
rangedimmunity
dmteleport"

    //Abilities Human
    elseif QNumber == 20 then
return     "    |cffffcc00Dwarf Warrior Skills|r
    warthreat 
    ancienthammer 
    crushingblow 
    shieldblock 

    |cffffcc00Dwarf Rifleman Skills|r
     piercingmissile  
     burstshot 
     dwarvenmastery 
    
    |cffffcc00Human Mage Skills|r
     fireball 
     doublecast 
     stormbolt 
     freezingblast 
" + "
    |cffffcc00Human Swordsman Skills|r
     fierceslash 
     lionsgrace 
     swordmastery 

    |cffffcc00Human Crusader Skills|r
     shieldofdivinity 

    |cffffcc00Human Assassin Skills|r
     swiftasshadows 
     assassinate
" + "
    |cffffcc00Elven Cleric Skills|r
     wall 
     divinelight 
     callholyphoenix 

    |cffffcc00Elven Archer Skills|r
     magiccurtain 
     psionicarrow  
     elementalvolley  
     mimic 

    |cffffcc00Lightning Lord Skills|r
     summonlightningelemental"

    //Abilities Orc
    elseif QNumber == 21 then
return     "   |cffffcc00Dragoon Skills|r
     grandblood 
     draconiclance 
     
    |cffffcc00Troll Witchdoctor Skills|r
     trollherb 
     hydraward 
     benevoodoo 
     
    |cffffcc00Orc Shaman Skills|r
     tidalhaven 
     blazeshield 
" + "
    |cffffcc00Orc Warlock Skills|r
     firewall 
     apocalypse 
     magicalrupture 
     manadisplacement 
    
    |cffffcc00Orc Samurai Skills|r
     whirringblade 
     swordtoss 
     pierce 
    
    |cffffcc00Orc Gruntie Skills|r
     bloodlife 
     lacerate 
     flurry 
" + "
    |cffffcc00Troll Voodoo Hunter Skills|r
     vodunspin
     
     MORE SKILLS?
    " + "'addtostock - Use on a marketplace or other shoptype to make
    a shop sell a targeted item or unit. Useful for making custom shops.
    
    'permanence - A system that works like slave/master. Helpful to create 
    pet, guard, or NPC systems. Use with 'addtostock to make the unit's 
    spells globally available.
"

     //Undead Abilities
     elseif QNumber == 22 then
return "    |cffffcc00Undead Baron Skills|r
     witheringrememberance 
     consumelife 
     presenceofabonelord 
    
    |cffffcc00Undead Knight Skills|r
     unholyintervention 
     siphon 
     overwhelmingpresence 
" + "
    |cffffcc00Dark Waywalker Skills|r
     souleater 
     shadestrike 
    
    |cffffcc00Vampire Skills|r
     hbloodlust 
     drainbolt 
     soulpresence 
     
    |cffffcc00Undead Ranger Skills|r
     drain 
     cursedsoul 
     carrionarrow 
" + "
    |cffffcc00Undead Summoner Skills|r
     raisecorpse 
     feastinglocust 
    
    |cffffcc00Undead Banshee Skills|r
     deafeningscream "

     //NightElf Abilities
     elseif QNumber == 23 then
return "    |cffffcc00Nightelf Giant Skills|r
     smashdown 
     giantquake 
     mossarmor 
     tauntpassive 
" + "
    |cffffcc00Nightelf Ranger Skills|r
     arrowvolley 
     poisonarrows 
     summonowl 
    
    |cffffcc00Nightelf Slayer Skills|r
     lifeandmanacombustion  
     dryadstrike 
    
     |cffffcc00Spell Sword Skills|r
     matram
     bolt 
     phase 
     elementalshift 
" + "
     |cffffcc00Geomancer Skills|r
     earthbreaker 
     moltenlava 
     
     |cffffcc00Druid Skills|r
     growtreants  
     petalward 
     callplant
     
     |cffffcc00Random Skills|r
     icewall 
     doublecastactive 
     comet 
     meteorstorm 
     megaflare 
     summonthunderelemental" 

    //Terrain List 1
     elseif QNumber == 24 then
return "summerdirt
summerroughdirt
summergrassydirt
summergrass
summerdarkgrass
" + "
fallgrass
fallroughdirt
fallgrassdirt
fallrock
fallgrass
falldarkgrass
" + "
winterdirt
winterroughdirt
wintergrassysnow
winterrock
wintersnow
" + "
ashenvaleroughdirt
ashenvalegrass
ashenvalerock
ashenvalelumpygrass
ashenvalevines
ashenvalegrassydirt
ashenvaleleaves
ashenvaledirt"

    //Terrain List 2
     elseif QNumber == 25 then
return "cityscapedirt
cityscaperoughdirt
cityscapeblackmarble
cityscapebrick
cityscapesquaretiles
cityscaperoundtiles
cityscapegrass
cityscapegrasstrim
cityscapewhitemarble
" + "
villagedirt
villageroughdirt
villagecrops
villagecobblepath
villagestonepath
villageshortgrass
villagerock
villagethickgrass
villagefalldirt
villagefallroughdirt
villagefallcrops
villagefallcobblepath
villagefallstonepath
villagefallshortgrass
villagefallrock
villagefallthickgrass
" + "
dalarandirt
dalaranblackmarble
dalaranbricktiles
dalaransquaretiles
dalaranroundtiles
dalarangrass
dalarantrimgrass
dalaranwhitemarble
dalaranwhitemarble
dalaranruinsdirt
dalaranruinsroughdirt
dalaranruinsblackmarble
dalaranruinsbricktiles
dalaranruinssquaretiles
dalaranruinsroundtiles
dalaranruinsgrass
dalaranruinstrimgrass
dalaranruinswhitemarble"

    //Terrain List 3
     elseif QNumber == 26 then
return "ashenvaledirtcliff
ashenvalegrasscliff
" + "
barrensgrasscliff
barrensdirtcliff
" + "
blackcitadeldirtcliff
blackcitadeldarktilescliff
" + "
cityscapedirtcliff
cityscapesquaretilescliff
" + "
dalarandirtcliff
dalaransquaretilescliff
dalaranruinsdirtcliff
dalaransquaretilescliff
" + "
dungeondirtcliff
dungeonsquaretilescliff
" + "
felwooddirtcliff
felwoodgrasscliff
" + "
icecrownrunebrickscliff
icecrownsnowcliff
" + "
falldirtcliff
fallgrasscliff
" + "
summerdirtcliff
summergrasscliff
" + "
wintergrasscliff
wintersnowcliff
" + "
northrenddirtcliff
northrendsnowcliff
outlandabysscliff
outlandroughdirtcliff
" + "
sunkenruinsdirtcliff
sunkenruinslargebrickscliff
undergrounddirtcliff
undergroundsquaretilescliff
" + "
villagedirtcliff
villagegrassthickcliff
villagefalldirtcliff
villagefallgrassthickcliff"

    //Terrain List 4
     elseif QNumber == 27 then
return "outlanddirt
outlandlightdirt
outlandroughdirt
outlandcrackeddirt
outlandflatstones
outlandrock
outlandlightflatstones
outlandabyss
" + "
blackcitadeldirt
blackcitadellightdirt
blackcitadelroughdirt
blackcitadelflatstones
blackcitadelsmallbricks
blackcitadellargebricks
blackcitadelsquaretiles
blackcitadeldarktiles"

    //Terrain List 5
     elseif QNumber == 28 then
return "barrensdirt
barrensroughdirt
barrenspebbles
barrensgrassydirt
barrensdesert
barrensdarkdesert
barrensrocks
barrensgrass
" + "
felwooddirt
felwoodroughdirt
felwoodpoison
felwoodrock
felwoodvines
felwoodgrass
felwoodleaves
" + "
northrenddirt
northrenddarkdirt
northrendrock
northrendgrass
northrendice
northrendsnow
northrendrockysnow
" + "
dungeondirt
dungeonbrick
dungeonredstones
dungeonlavacracks
dungeonlava
dungeondarkrock
dungeongraystones
dungeonsquaretiles
" + "
undergrounddirt
undergroundbrick
undergroundroundstones
undergroundlavacracks
undergroundlava
undergrounddarkrocks
undergroundgraystones
undergroundsquaretiles
" + "
sunkenruinsdirt
sunkenruinsroughdirt
sunkenruinsgrassydirt
sunkenruinssmallbricks
sunkenruinssand
sunkenruinslargebricks
sunkenruinsroundtiles
sunkenruinsgrass
sunkenruinsdarkgrass
" + "
icecrowndirt
icecrownroughdirt
icecrowndarkice
icecrownblackbricks
icecrownrunebricks
icecrowntiledbricks
icecrownice
icecrownblacksquares
icecrownsnow"

    endif
 return "No data."
endfunction

function QRLoop takes nothing returns nothing
 local integer i = 1
    loop
    
     set bj_lastCreatedQuest = CreateQuest()
        call QuestSetTitle(bj_lastCreatedQuest, QRTitle(i))
        call QuestSetDescription(bj_lastCreatedQuest, QuestsRequired(i))
        call QuestSetIconPath(bj_lastCreatedQuest, "ReplaceableTextures\\CommandButtons\\BTNHydra.blp")
        call QuestSetRequired(bj_lastCreatedQuest, true)
        call QuestSetDiscovered(bj_lastCreatedQuest, true)
        call QuestSetCompleted(bj_lastCreatedQuest, false)
     exitwhen i == 7
        set i = i + 1
     endloop
 set bj_lastCreatedQuest = null
endfunction

function QOLoop takes nothing returns nothing
 local integer i = 1
    loop
     set bj_lastCreatedQuest = CreateQuest()
        call QuestSetTitle(bj_lastCreatedQuest, QOTitle(i))
        call QuestSetDescription(bj_lastCreatedQuest, QuestsOptional(i))
        call QuestSetIconPath(bj_lastCreatedQuest, "ReplaceableTextures\\CommandButtons\\BTNHydra.blp")
        call QuestSetRequired(bj_lastCreatedQuest, false)
        call QuestSetDiscovered(bj_lastCreatedQuest, true)
        call QuestSetCompleted(bj_lastCreatedQuest, false)
        exitwhen i == 28
     set i = i + 1
    endloop
 set bj_lastCreatedQuest = null
 call QRLoop()
endfunction

//===========================================================================
function InitTrig_Quests takes nothing returns nothing
    set gg_trg_Quests = CreateTrigger(  )
    call TriggerAddAction( gg_trg_Quests, function QOLoop )
endfunction
 
Last edited:
Level 13
Joined
Jul 26, 2008
Messages
1,009
Believe it or not the item bug is still here. If anyone knows a good coder willing to help remove it please ask or send me to them. I'd be quiet appreciative and have the necessary stuff to show them the problem firsthand.

Also haven't stopped working on GP since my last post. I've ironed out a lot of bugs and put in a lot of new skills. A ton of new features including a camera system and a way to copy and paste bonuses on units is in. To see for yourself, allow me to upload a semi-stable version of the map as well as update my quest strings in the previous post.
 

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Last edited:
Level 13
Joined
Jul 26, 2008
Messages
1,009
Here you go! :) The map in the previous post is the newest version provided by me. It's mainly up to get checked for bugs in multiplayer and long games, to detect and fix things that I can't find out in a single player game. It'll continually be fixed and updated and I appreciate errors posted on this forum or emailed to me.

Come 09/12 this map will be finalized and nothing new will be added, only bugs will be fixed. Have fun, and happy roleplaying.
 
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