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DT4 Teaser: Advance your Campaign/RPG to the next Level

01-03-2004, 05:03 AM#1
weaaddar
I've been tinkering with a system that will allow the advanced map maker to add actual item equipping like in most PC rpg games.
You are not allowed to use this version of the code in anyway except you know to get a headache. Tommorow when DT4s is released i'll have comments and the likes so its probably easier to use and then the restrictions are off. (This is because the current version is not a 100% but just a little teaser)
This is EXTREMLY CODE INTENSIVE AND THIS DEMO MAP IS GIVEN AS IS.
01-03-2004, 09:51 AM#2
HeyPetray
That's So awesome! 0_o :D

So, can I maybe use this? I Am making a system of my own. 8))
01-03-2004, 01:32 PM#3
weaaddar
As said there will be a better release tonight (one thats considered open source) One with commentary on how to add units and how to set up items.
Set up is actually pretty streamline. You won't need to write anything and defining heroes is a breeze.
Unfortuantly because it uses my bonus mod code at its core it requires you to copy the 40 abilities I created.(Exporting the abilities file isn't a bad idea).
Code:
What the system can do:
-Limit items to any of the 5 slots. Allows you to also place items in combinations of slots using a system of bitflagging.
-Limit items by unit type, level, strength, agility, intelligence.
-Allows the ability to create items which increment HP,mana,damage, and armor by 1023
-Allows also incrementation of str,agi and int by 1023.
-Allows you to add as MANY abilities as you'd like to an item.
-Allows upwards of 100 items (if your map has less then 80 heroes) inside each heroes virtual inventory. (If you turn lag safeguards off you can set this limit to 800.) 
-Innovative system of equiping allows the user to page through the inventory of the hero, and will only show items which fit in that slot and those which he can wear. 
-Uses an item menu system. 
-Has a sorting algorithim to make sure higher quality weapons/armors always are first on the users inventory.

Things the system CAN NOT DO YET:
-Attaching models to heroes
    -It's not really a big deal. Not many people actually have attachment models.
-Dropping items. (You can only dequip them)
    -This will be pretty hard to do. I may make it that you can only drop/sell items with the help of a shop which has a special triggering ability.
01-03-2004, 03:38 PM#4
weaaddar
Hey guys question on implementing something do you think the hero should be allowed to move around when equipping items or should he just stand there?
01-03-2004, 08:08 PM#5
AlphaBeta
Great system weaaddar :D

One bug I found though: you can't get bonuses of the same type from multiple items. For example, in your test map, when you equip the One Ring, you only get attack bonuses from that, not your sword (since the bonus abilites dont stack). Also, when you deequipt the ring, you lose the bonus from the sword (since it removes those bonus abilities while dequiping) until you reequip that sword again.

A way you could fix that is to calculate the total of each type of bonus applied whenever you equip something, and then add the bonuses for that amount, rather then adding them for each item seprately.

And definately don't pause the hero while he's equipping. That's not the way it works in most RPGs and that's fairly easy to implement on the mapmakers side if he needs it.
01-03-2004, 08:17 PM#6
weaaddar
The one ring is my easter egg item. It cheats the system by having the maxium allowable stat bonus in every regard.

If you were to set up different items that go in slots that both modify the same attribute (hp) they should work without a hitch. Its only because the one ring can bring you up to the maxium that its not handled correctly. As far as I can tell without a painstaking requiping of every single item each time you chose an item there is no real way to do it.

The one ring was my debug item that I used to test limits and my sorting algorothim. (The one ring if you check will have a priorty value of 0 meaning its always at the front of your list).

Actually the thing is it defaults to him standing like an idiot. there some clever little code used to make sure he doesn't do so.
01-04-2004, 12:51 AM#7
Setreal
This is extremely nifty. Awaiting the ''open source'' version.
01-04-2004, 02:18 AM#8
Silenkiller
it is open source if you know what ur doing...

when is the full version being released?
01-04-2004, 09:09 AM#9
HippyJoe2004
Quote:
I've been tinkering with a system.......

THIS is not tinkering....this is good....


edit: very very very very good...........
01-04-2004, 08:35 PM#10
HeyPetray
Agreed there.

The final version of this will be sweet. As for stopping during equip. I guess in real life it makes sense, but since it's a game, it might be annoying to the player. :D
01-04-2004, 08:36 PM#11
weaaddar
Look no more new version released!

http://www.wc3campaigns.com/forums/s...threadid=42949