| 04-16-2003, 07:14 PM | #1 |
http://trekinc.net/realms/Crimson_Demo.zip -Random encoutners, 4 areas of increaseing difficulty -3 useable items in combat (so far...) -Battle / victory / death music -Never the same battle 2 times -5 unique abilities per hero (so far...) -Mages get a special magic attack ability -Stats that determin your chars performance -Some new skins (not all are ready yet) -Alot of new icons (alot still missing) -Seperate leaderboard for all chars stats (peasent button cycles though them) -Esc button brings up a settings menu (change combat speed, or camera movement during combat) Things missing from the demo: -More spells -Inventory outside of battle (same with spells) -Casting Life / Cure and using items outside of battle -Summon spells ***Backup the war3patch.mpq before replacing with the one included in the zip file*** ----Patch--- http://www.wc3campaigns.com/forums/a...&postid=150293 this fixes the problem with getting stuck in combat, and also includes using Items during battle now. But knowing my luck, there is a bug that i didnt find that will stop combat or something.... How to use the items: Until i get the new models of the items, they are just normal units for now. Click once on the item to see how many you have in stock, once its selected, click it again to use it. It works the same way spells do, before you click the use item, you must click on a target to use it on while at the combat screen. If you try to use a potion or ether ona enemy, you will get an error and be returned to the combat area. Other new things, 1 of 3 random spell cameras now, plan on adding some more also. |
| 04-17-2003, 02:20 AM | #2 |
hate to bump my own posts, but im looking for some feedback? thoughs? opinions? |
| 04-17-2003, 02:44 AM | #3 |
Guest | i think u should quickly protect it or some newb will save it under a diff name and claim he made the idea but never the less, it seems a good idea i havnt tried it yet cos my nets suppperr slowww today |
| 04-17-2003, 03:04 AM | #4 |
im not worried about theift. Its only a small demo anyway. |
| 04-17-2003, 03:12 AM | #5 | ||
Quote:
... a few days earlier ... Quote:
.. laugh |
| 04-17-2003, 12:42 PM | #6 |
Incredible. :D This had to come out just as I was thinking about finding a way to do turn-based-combat with dialog menus. Much better than what I could have done. Though as you said it is still rough, there are two things I can see that could and might be accomplished. One thing would be multiple monsters. Probably would be achieved by a randominteger between 1 and 5. Then placement would be through an location array variable; with a For (Integer A) statement is what I can think of. The next problem with that would be changing the monster the hero is attacking. I cannot think of how that would be done. Posssible through a unit has been selected trigger. Would have to be foolproof though so you do not attack yourself. The other thing is multiple heroes. Which I cannot think of right now as I am going to see what I can do with the idea above. Or, a cheap solution for the first problem is to multiply the HP of the monster by the number of monsters originally and increase the amount of times it attacks by that same number. Great job!8) |
| 04-17-2003, 02:56 PM | #7 |
about the multiple monsters, got it coded last night the same way to select the hero to bring up the combat menu (which btw is a barrics and NOT the unit you see, the barrics is a unit off to the bottom center and you never actualy see it, it trains all the possable "moves" you can do) And when you click a turn, it runs a check to see what the "Target" (a unit varible) is. If the target is != Hero[2] (which is the player's hero in the combat aea) then it will attack the target onto the target trigger when a unit is selected by the player, it the trigger will only fire then InBattle (a boolean varible) is turned on, that way when you are on the world map, you cant aquire targets. The big arrow that appears over the hero when you are at a shop. Im gonna incorperate that to hover over the target you are planning to attack, or your self if you are planning to cast cure... About multiple heroes this is where it gets a little tricky, although it can be done. I wanna try to work out 1v1monster or 1vMultiple monsters perfectly, then worry about adding a 2nd hero. |
| 04-18-2003, 02:31 AM | #8 |
Updated the link to a newer version. Now supports a random type of encounter (monster wise) anywhere between 1 and 5 monsters will appear to fight. Ez to target who you want to attack Game does NOT allow you to cast hurtfull spells upon your self, heal your enemies, or just attack your self. While playing please report any bugs, or suggestions you have Still to come -multiple heroes on your side of the fight -actual time based in stead of turn for turn |
| 04-18-2003, 04:43 AM | #9 |
Gj :D The system works really well, cant wait to see a map using this system. My one minor problem is that you can get in random encounters while standing still. Btw, how many abilites are there? |
| 04-18-2003, 10:11 AM | #10 |
actualy i never found a way to detect when a unit is in movement.. I can go by when the unit is ordered to move, but that would only fire once every time there is a click... if you have a better way to do it, please let me know cuz standing still right after 1 battle and getting into another, will work fine i guess, but isnt the traditional way =) currently only 5 abilities Attack, Cure, Fire, Ice, Lighting when the map is done.. about 40-50 abilities... including: Slow, Hate, Stop, Regen, Poison, All-Effect of the main spells (like fire light poison ice exct...), Ultima (cant have a FF style game without ultima =P ), and dont forgot Summons |
| 04-18-2003, 01:12 PM | #11 |
A rough idea to check if a Hero is in motion. Centre a region on the Hero and create a event to execute when the Hero leaves the region. If the hero does not leave the region its idle, set a boolean to true. Now have a periodic event that checks to see boolean is true, if so increment an integer. Iff the hero leaves the region, it is in motion, reset the trigger, and move the region back on the Hero, set the boolean to false, and the integer to 0. |
| 04-18-2003, 01:21 PM | #12 |
hm, thats a good idea, never though of that E- Unit Leaves Region (gg_rct_Hero) A- local integer r = GetRandomInt(1,10) if (GetTriggerUnit() == udg_Hero[2]) then if (r == 10) then call TriggerExecute gg_trg_StartBattle endif call MoveRectToLoc( gg_rct_Hero, GetUnitLoc(udg_Hero[2]) ) endif ya that should do it. thanx ill try it out. |
| 04-18-2003, 05:02 PM | #13 |
you should have teammates |
| 04-18-2003, 05:05 PM | #14 | |
Quote:
yea its on my to do list.... |
| 04-18-2003, 05:06 PM | #15 |
o, sorry. I didnt have the time to read the whole thing. |
