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DT4a: Advance your RPG today 1.1!

01-04-2004, 07:49 PM#1
weaaddar
Please see my last post for the latest version.
I planned to release this yesterday, however, commenting up the API took much LONGER then expected. However, because I'm a nice guy I even threw in more features.
I added a diablo style attributer only using an item menu system.
You can thank me later as you pull your jaw from the floor.

Alright passed the general intro:
Dialog Test IV: Advance, What is it?
This is a psuedo-API for Advanced map makers. It is released under the GPL (if we can release code under such a liscense) . See below for more information about the Copylefting. It allows you as an advanced user to add 'hero' objects which can directly equip items and can manually attribute if so desired.

Unlike the teaser version this one should have most bugs pulled out. I hope you enjoy the system. I will try to make a quick little demo RPG in the near future with the GUI to show you how you would go about using this equip system.

you will need to use Custom Script to implement this in your map. See the very short getting started Guide trigger included to help you out.
Code:
Known Limitations:
--------------------
-You can't get rid of items once there in your virtual inventory.
  -No idea if this will be ever fixed to allow you to straight drop items.
    If your wondering why its so hard why don't you take a look at the API and fix it yourself.
-Extremely hard to use with game cache, impossible with passcode systems.
  -The system uses massive arrays to store data. You would need clever compression algororthims to get this code into a feasible size for easy usage.

CopyLeft Information:
-------------------------
If you use this code as is, you may protect your map. If you modify or add to the API you can either leave your map open or protect it, but you must release the modified API with your map. You do not have to release triggers. Only modified or added function calls to the API.

You may not sell this code alone. You however can sell a product using this code as long as the API is released with the product. Nor may you distribute a product using your name only. Credit is given and credit is due to those respective authors whos code is featured in this API.
If you release a modified API you must release a changelog included with it. You may not remove credit from me or any other authors of this API.

Well I'm spent tell me what you think.
01-04-2004, 11:47 PM#2
dataangel
I think I'll be adding some functions into this for storing in the cache. It's actually pretty feasible I think.
01-04-2004, 11:59 PM#3
weaaddar
Yeah with a recursive wait trigger execution function and a low number of heroes a save function wouldn't be that bad.

How do you like the commented the **** out of code?
SSs:http://www.wc3campaigns.com/weaaddar/Screenshots.rar
01-05-2004, 03:09 AM#4
Silenkiller
Wow what a coincidence...I've been building the exact same thing as you for my diablo map over the last couple weeks (no kidding). It's not exact, but it does the virtual inventory thing, custom attribs diablo style, models based on equips, etc. I would be interested in possibly comparing systems and fixing some flaws and even releasing a combined version. I advocate this open source idea, especially when creating things such as Warcraft maps that can't be (legally) sold. My system is not complete, as several more things need to be implemented to make it the true Diablo II item/character engine, but I would be willing to release any part I have already completed. Great job on your system, btw :D

Oh and this isn't the Silenkiller that released the nuke defense map, etc., I'm a friend of his writing the code for our Diablo II map...I really need to get my own account lol...
01-09-2004, 11:30 PM#5
vjeux
It's Amazing !

Your header is fully commented and full of great functions ! it's a dream !

Gratz !

01-10-2004, 03:16 AM#6
weaaddar
Phew lets hope this is the last major rewrite I have to do.
NOTE: COMMENTS ARE NOT ALL UP TO DATE. Unfortuantly it takes a really long time to update comments, much longer then to code the fix. This is 1.0 I have fixed limiting Issue 1. (not being able to attach models). I am still looking for a nice way to let you drop items.
However: I say anyone using my code right now PLEASE update to the latest version. The old version has a core flaw which can "break" triggers from executing and generally would not work with more then two heroes without total screw up faiscos.
Code:
Version 1.0 OFFICIAL
Major Bug Fixes:
===============
--Core rewrite:
 --Sort now takes heronum and no longer has to be run in its own thread
  -It now actually sorts correctly.
 --Maximum number of 'heronum' objects reduced to 80.
  -While the old version allowed 819 heronums only the first two would work. 
 --udg_ItemOwned was cuasing a major problem which made it not work well with more
   then one heronum object
  -The fix now has made the return of the Ix2 function. Virtual Inventories are now static
   at 100 items. Removed useless functions.
  -udg_ItemOwned now stores items like so [heronum,index]. Before assigning a new hero
   would cuase the old hero to be unable to access most of his items.
--You can no longer pick up items while you are at a nextPage related menu
  -This fixs the bug where picking up an item would cause indexs to shift and make 
   you equip the wrong item.
New Features:
============
--Items can now attach models to heronum objects. 
 -See Define\ItemArray for more information.
01-12-2004, 08:06 PM#7
weaaddar
Version 1.01!
Version 1.01 OFFICIAL
Major Bug Fixes:
================
--Undefined heroes can no longer pick up items marked in the table type objects.
--Fixed an issue with deequip an item which has an ability that another item has.
Minor Changes for API Playground:
=================================
--The one ring stats have been reduced to a flat bonus of 500 for all.
-This is so people stop telling me that having two items which add to the same stat
nullifies the old one.
01-12-2004, 10:38 PM#8
weaaddar
Again this is open source. Your fully allowed to make changes you just have to release your changed item system API and a changelog.

Also changes like making the credit trigger say Made By nathanmx instead of weaaddar, and then rereleasing is frowned upon obviosuly.

Removing credit from me and original authors is frowned upon.

I'm curious as to what enhancements your after as if they are relatively simple I can include them in the official version. (which is probably going to be only made by me).
01-15-2004, 06:43 PM#9
Dark Illidan
could you add a hero save system as well, that would be really cool so that you could keepall of the items from game to game and maybe hero stats
01-15-2004, 08:19 PM#10
weaaddar
I'll add support for game cache after I add support for dropping items. As far as hero codes I'm not sure how to make a very strong encypted one my main problem will come from what I think will essientally be that I'll just drop your extended inventory and you only take what Items your currently wearing. As no matter what encyption I do 100 integers is going to make your hero code something that will make that golden sun gold password look pitiful.
01-16-2004, 09:13 PM#11
DaKaN
So far its looking great. Very user friendly (in game and in the editor) thanks to those very detailed comments.

Very well structured system and with your new code for detecting the actual orders issued with the items, I'm sure it wont be long until you can get droping / selling into place.

yet another break through for RPG's. Keep up the good work!

P.S. can't wait to get this function working in KDH
01-17-2004, 11:33 PM#12
Andy
Ive gone over the triggers, and its very impressive, but it doesnt run in Wc3, there are errors in the Game script, so I get an error every time I test...
01-17-2004, 11:52 PM#13
weaaddar
Are you using the latest Patch?
My code needs at minimal version 1.13 to run. But its suggested you run it with 1.14b.
Are you trying to run the demo map and having problems, or have you copied it to your map and your having problems there?
01-18-2004, 01:45 AM#14
Andy
didnt think 14b was released, just 14a..........

Im running the demo, with 14a
01-18-2004, 01:58 AM#15
weaaddar
Connect to b.net to get the latest patch. I've heard people have something with patching cause worldedit to explode on certain trigger maps.
My suggestion is patch to 1.14b, then download the latest version of the map (This is a guarenteed stable release) in this thread. Then in worldedit do a test map. if your still getting errors, try reinstalling war3 and TFT.

I'm sorry, thats all I really can say.