GFreak45
I didnt slap you, i high 5'd your face.
- Reaction score
- 130
Help with my rpg (extensive project)
If you wish to contact me for anything regarding this project email me at [email protected], it forwards to my personal email.
i need a few things,
an action that sets <my variable: Armor (real)> = armor of triggering unit or someone who can make this for me this is in the critical/evasion and damage display folder on the detect and display damage trigger
there isnt a default action that is based on armor but i know its doable with custom scripts so any help u can give would be great (agility is not set to increase armor so that isnt an option ) OR i would like someone to show me how to set a stone skin (damage reduction) item ability to stack
i would also like a way to check the damage type of damage taken by a unit in a condition in an if then else action
If conditions
(damage type of Damage Taken not equal to magic/spells)
then:
else:
i need someone to either create a save system or show me how to make one that saves hero exp (not level so u dont lose exp on save/load), class, level, items, player name, backpack 1 and 2 items, primary objective quests (only needs to save highest one cuz each level requires the previous primary quest to be finished in order to accept it)
i would like someone to do the models for weapons/armor on items however possible, i can do it through items or triggers but if someone is willing to help out it would be awesome
i would like someone to check my map for possible leaks once its done, believe im doing good with it already
looking for more ideas for bosses, custom spells, hero classes etc.
so far this is what i have:
damage system including critical strike chance for every unit... base 1.5 critical dmg and 10% for all computer players, and an increasing (based on stats) crit dmg and crit chance for heroes
half of the terrain is done (all without using the wc3 cliffs... they effing suck)
an extremely unique hero selection system (wisp can hold 2 items, picking 2 different specialties creates a hero based on them ie: heavy armor + shield = defender (tank) medium armor + holy magic = monk (support: some heals single target buffs and auras) 2 hand weapons + destruction magic = spellblade (phys caster hybrid dps)) while holding both items it will give an ability telling primary stats and role in game play, which when casted creates that hero at the start location.
available specialties: holy magic, nature magic, destruction magic, demon/hell magics, 2 handed weapons, 1 handed weapons, ranged weapons, shields, cloth armor, medium armor, and heavy armor (but im thinking about removing the armor types and changing them to armor based on your other 2 choices)
a leveling system where instead of an exact experience point per kill or quest it gives a percentage of the amount needed based on level: being in range of a dying unit owned by the enemy computer player = to 5% of required heroes xp (at equal level) decreasing to 2% then 1% then 0% for creatures below that and increasing to 7.5% then 10% then 15% then 0% (so power leveling is less viable) up from that and quests, the same thing on a larger level, but quests of equal level will be insanely difficult without a group (level 30 quest = killing ~15-20 lvl 33 monsters)
an awesome dungeon system including heroic mode at max level, 10 person raids and alternating random bosses every time u do a dungeon ie: bandit base camps boss changes every time u kill him... caster boss melee boss and ranged boss are all possibilities
a multi-board that records player dps/hps/tps (threat per second), a multi-board shown only in combat that shows threat% of your target, a dps tester dummy that does not change your multi-board recorded dps so you can test your possibly different dps rotations, possibly adding a tps version and hps version and a room for testing aoe dps/tps/hps
more will be added to this but so far it is still relatively small and i dont play on adding a large amount of custom models other than the weapon/armor models and possibly 3-4 custom models
below is the download file to see what i have so far (not 100% of it but a most of the triggers and terrain), pay no attention to the current units in the map, i plan on removing them when im putting in the starting units but im using em to test my triggers to be sure they work
pay no attention to the 2 on the file name its only cuz i have 2 saved files, every time i complete a trigger successfully i save to both and use the other
i posted this in world editor first on accident... sorry for that
If you wish to contact me for anything regarding this project email me at [email protected], it forwards to my personal email.
i need a few things,
an action that sets <my variable: Armor (real)> = armor of triggering unit or someone who can make this for me this is in the critical/evasion and damage display folder on the detect and display damage trigger
there isnt a default action that is based on armor but i know its doable with custom scripts so any help u can give would be great (agility is not set to increase armor so that isnt an option ) OR i would like someone to show me how to set a stone skin (damage reduction) item ability to stack
i would also like a way to check the damage type of damage taken by a unit in a condition in an if then else action
If conditions
(damage type of Damage Taken not equal to magic/spells)
then:
else:
i need someone to either create a save system or show me how to make one that saves hero exp (not level so u dont lose exp on save/load), class, level, items, player name, backpack 1 and 2 items, primary objective quests (only needs to save highest one cuz each level requires the previous primary quest to be finished in order to accept it)
i would like someone to do the models for weapons/armor on items however possible, i can do it through items or triggers but if someone is willing to help out it would be awesome
i would like someone to check my map for possible leaks once its done, believe im doing good with it already
looking for more ideas for bosses, custom spells, hero classes etc.
so far this is what i have:
damage system including critical strike chance for every unit... base 1.5 critical dmg and 10% for all computer players, and an increasing (based on stats) crit dmg and crit chance for heroes
half of the terrain is done (all without using the wc3 cliffs... they effing suck)
an extremely unique hero selection system (wisp can hold 2 items, picking 2 different specialties creates a hero based on them ie: heavy armor + shield = defender (tank) medium armor + holy magic = monk (support: some heals single target buffs and auras) 2 hand weapons + destruction magic = spellblade (phys caster hybrid dps)) while holding both items it will give an ability telling primary stats and role in game play, which when casted creates that hero at the start location.
available specialties: holy magic, nature magic, destruction magic, demon/hell magics, 2 handed weapons, 1 handed weapons, ranged weapons, shields, cloth armor, medium armor, and heavy armor (but im thinking about removing the armor types and changing them to armor based on your other 2 choices)
a leveling system where instead of an exact experience point per kill or quest it gives a percentage of the amount needed based on level: being in range of a dying unit owned by the enemy computer player = to 5% of required heroes xp (at equal level) decreasing to 2% then 1% then 0% for creatures below that and increasing to 7.5% then 10% then 15% then 0% (so power leveling is less viable) up from that and quests, the same thing on a larger level, but quests of equal level will be insanely difficult without a group (level 30 quest = killing ~15-20 lvl 33 monsters)
an awesome dungeon system including heroic mode at max level, 10 person raids and alternating random bosses every time u do a dungeon ie: bandit base camps boss changes every time u kill him... caster boss melee boss and ranged boss are all possibilities
a multi-board that records player dps/hps/tps (threat per second), a multi-board shown only in combat that shows threat% of your target, a dps tester dummy that does not change your multi-board recorded dps so you can test your possibly different dps rotations, possibly adding a tps version and hps version and a room for testing aoe dps/tps/hps
more will be added to this but so far it is still relatively small and i dont play on adding a large amount of custom models other than the weapon/armor models and possibly 3-4 custom models
below is the download file to see what i have so far (not 100% of it but a most of the triggers and terrain), pay no attention to the current units in the map, i plan on removing them when im putting in the starting units but im using em to test my triggers to be sure they work
pay no attention to the 2 on the file name its only cuz i have 2 saved files, every time i complete a trigger successfully i save to both and use the other
i posted this in world editor first on accident... sorry for that