RPG Dungeon & Dragons - The Inevitable Fate

inevit4ble

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dungeons-and-dragons2.jpg
Dungeons & Dragons
By inevit4ble

I am a South African Dungeons & Dragons enthusiast. My passion for the game has driven me to attempt to recreate one of the most adaptive and dynamic role playing games into an easy and fun Warcraft 3 mod, to spread the love for the game.

I am trying to keep it as close to the core v3.5 core books to provide the best possible experience.
dungeons-and-dragons.png

You will battle your way through a series of challenges, quests and adventures, growing as you learn more. Fighting along side your companions, working as a team and overcoming as one.

DruidSummonCom.jpgShot1.jpgShot3.jpgGoblin.jpg


Races: 7/7 (models required)
  • Dwarf
  • Elf
  • Gnome
  • Half - Elf
  • Half - Orc
  • Halfling
  • Human

Your Race reflects various racial traits, either in the form of Attribute Adjustments or vision and movement capabilities.

Classes: 2/11

Barbarian
Bard
Cleric
Druid
Fighter
Paladin
Monk
Ranger
Rogue
Sorcerer
Wizard

Barbarian
- A ferocious warrior who uses fury and instinct to bring down foes.​
Bard
- A performer whoses music works magic - a wander, a tale teller and a jack of all trades.​
Cleric
- A master of divine magic and a capable warrior as well.​
Druid
- One who draws energy from the natural world to cast divine spells and gain magical powers.​
Fighter
- A warrior with exceptional combat capability and unequalled skill with weapons.​
Monk
- A martial artist whose unarmed strikes hit fast and hard – a master of exotic powers.​
Paladin
- A champion of justice and destroyer of evil, protected and strengthened by an array of divine powers.​
Ranger
- A cunning and skilled warrior of the wildness.​
Rogue
- A tricky, skilful scout and spy who wins the battle by stealth rather than brute force.​
Sorcerer
- A spell caster with inborn magical abilities.​
Wizard
- A potent spell caster schooled in arcane arts.​


Your class decides your Class Skills, Weapon and Armour proficiencies, Magic used, Base Attack Bonus, HP and of course your starting gold. Classes that have no magic abilities tend to have more Class Based Skills.

Spells: 8/188

Arcane:
• Bards
• Sorcerers
• Wizards
Wizards, Sorcerers and Bards cast arcane spells, which involve the direct manipulation of mystic energies. These manipulations require natural talent (Sorcerer), long study (Wizards) or both (Bards).
Compared with divine spells, arcane spells are more likely to produce dramatic results, such as flight, explosions or transformations.

Divine:
• Clerics
• Druids
• Paladins
• Rangers
Unlike arcane spells, divine spells draw powers from a divine source. Clerics gain spell power from deities of from divine forces. The divine force of nature powers Druid and Ranger spells. The divine forces of Law & Good power Paladin spells. Divine spells tend to focus on healing & protection and are less flashy, destructive and disruptive than arcane spells.
Spell Lists

Arcane

Level 1
• Alarm - Wards an area for 2 min / Level
• Shield – Gains a +4 to AC Bonus
• Summon Monster 1 – Summons a beast to fight for you for 20 sec
• Identify – Reveals magical properties of unknown items
• Sleep – Puts creature of 32 HP or less to sleep
• Burning Hands – Deals (1 to 4) Damage / Level (Max 5 to 20) Fire Damage
• Shocking Grasp – Deals (1 to 6) Damage / Level (Max 5 to 20) Electrical Damage
• Color Spray – Knocks Back, blinds and or stuns target
• Silent Image – Create a weak image of yourself
• Enlarge Person – Doubles the size of Targeted Hero (-2Dex; +2 Str)
• Reduce Person – Halves the size of targeted Hero (+2Dex; -2Str)
• Expeditious Retreat - +30% Movement speed, dispels on attack
Level 2
• Melf’s Magic Arrow – (2 to 8) Damage every 1.5 sec + (1.5sec / 3 Levels)
• Summon Monster 2 – Summons a beast to fight for you for 20 sec
• Invisibility – 1min / Level, dispels when you attack
• Scorching Ray – Deals (4 to 24) Damage +1 Ray / 4 Levels (Max 3)
• Web – 300 radius filled with webs that slows all units that step in them
• Mirror Image – Creates (1 to 4) +1 images of you / 3 Levels (max 8)
• Daze Monster – Stuns non-undead creature with 48 HP or less for 1.5sec
• Tasha’s Hideous Laughter – 1.5sec Stun / level
• Command Undead – Brings target undead creature under your control
• Flaming Sphere – Rolling ball that deal (2 to 12) damage /sec and ball lasts 1.5 sec / level
• Gust of Wind – Blows back creatures
• False Life – Gives +(1 to 10) HP +1 / Level (Max 10) for 2 min
• Bull’s Strength - +4 Str for 1min
• Bear Endurance - +4 Con for 1min
• Cat’s Grace - +4 Dex for 1 min
• Owl’s Wisdom - +4 Int/Wis/Cha for 1min
Level 3
• Protection from Damage – Absorbs 12 points of damage
• Sleet Storm – Hampers vision and movement
• Stink Cloud – Creates nauseating vapours lasts 1.5sec / caster LvL
• Summon Monster III – Calls extraplanar creature to fight for you
• Hold Person – Paralyzes one humanoid for 1.5sec / caster LvL
• Rage - +2 Str, +2 Con, -2 AC
• Deep Slumber – Puts a creature of 80 HP or less to sleep
• Fireball – Deals (1 to 6) damage / caster LvL to 250 AoE
• Lightning Bolt – Deals (1 to 6) / caster LvL
• Invisibility Sphere – Makes Allies with 300 AoE invisibility
• Major Image – Stronger Image of Target
• Halt Undead – Immobilizes undead for 1.5sec / caster LvL
• Vampiric Touch – Deals (1 to 6) / every 2 caster LvL. Caster heals for the amount of damage
• Blink – Vanishes the caster who reappears at a random location within 600 AoE
• Fly – Allows target to fly
• Haste – Move faster, +1 Attack Rolls, +1 AC
Level 4
• Fire Trap – Creates a trap, deals (1 to 4) +1 / LvL
• Stone Skin – Reduces damage taken by 10
• Dimension Door – Allows you to teleport a medium distance
• Summon Monster IV – Calls Extraplanar creature to fight for you
• Arcane Eye – Creates an Invisible eye, move speed at 300
• Confusion – Subjects behave oddly for 1.5sec / LvL
• Mass Enlarge Person – Same as enlarge person but with AoE
• Mass Reduce Person – Same as reduce person but with AoE
• Fear – Subjects within cone flee for 1.5sec / LvL
• Animate Dead – Creates undead skeletons and zombies
• Phantasmal Killer – Fearsome illusion either kills target or deals (3 to 18) damage
• Greater Invisibility – Same as standard invisibility but able to remain hidden while attacking
• Ice Storm – Hails down (5 to 30) damage to 600 AoE

Level 5
• Summon Monster V – Calls Extra planar creature to fight for you
• Teleport – Instantly transports you as far as 4000 units
• Prying Eyes – Creates (1 to 4) +1/LvL floating eyes to scout for you
• Dominate Person – Controls 1 Humanoid telepathically
• Hold Monster – Same as Hold Person but any creature
• Symbol of Sleep – Trigger Rune that puts nearby creatures to sleep
• Cone of Cold – (1 to 6) / level of cold damage
• Baleful Polymorph – Transforms Target into harmless creature
• Wall of Force – Creates a wall, immune to damage
• Dismissal – Unsummons a summoned creature
• Mordenkainens Faithful Hound – Phantom dog can guard or attack
Level 6
• Summon Monster VI - Calls Extra planar creature to fight for you
• Globe of Invulnerability – Makes Heroes within 400 AoE invulnerable
• Repulsion – Creatures can’t approach you
• Symbol of Fear – Triggered rune that causes nearby creatures to flee in fear
• Undeath to death – Destroys undead creature with 32HP/caster LvL (max 640HP)
• Bear’s Endurance Mass – Same as bear endurance except AoE
• Bull’s Strength Mass – Same as Bull’s Strength except AoE
• Cat’s Grace Mass – Same as Cat’s Grace except Aoe
• Owl’s Wisdom Mass – Same as Owl’s Wisdom except AoE
• Chain Lightning – (1 to 6) damage / LvL +1 Jump / LvL, Each jump is half previous damage
• Mislead – Turns you invisible & creates an illusion of you
Level 7
• Banishment – Banishes creature of 16HP/Lvl
• Summon Monster VII - Calls Extra planar creature to fight for you
• Greater Teleport – No Range Limit
• Mass Hold Person – Same as Hold person except with AoE
• Insanity – Causes continuous confusion in a creature
• Symbol of Stunning – Triggered Rune that stuns nearby creatures
• Delay Blast Fireball – (1 to 6) / LvL fire damage, you can delay blast for up to 7.5sec
• Mordenkainens Sword – Floating Magic Blade strikes opponent
• Finger of Death – Kills one subject
• Ethereal Jaunt – You become ethereal for 1.5sec/LvL
• Limited Wish – Alters reality within the spells limit
Level 8
• Incendiary Cloud – Cloud deals (4 to 6) fire damage / 1.5sec
• Summon Monster VIII - Calls Extra planar creature to fight for you
• Trap the Soul – Imprisons subject within a gem stone
• Binding – Utilizes an array of techniques to imprison a creature
• Charm Monster Mass – Take control of a AoE of creatures
• Power Word Stun – Stuns creature with 150hp or less
• Symbol of Insanity – Triggered Rune that cause nearby creatures to go insane
• Polar Ray – Deals (1-6) cold damage / LvL
• Greater Shout – A Devastating yell deals (10 – 60) sonic damage and stuns creatures
• Symbol of Death – Triggered Rune that kills nearby creatures within limits
• Create Greater Undead – Creates Shadows, Wraiths, Specters or devours
Level 9
• Imprisonment – Entombs Subject beneath the Earth
• Summon Monster IX - Calls Extra planar creature to fight for you
• Teleportation Circle – Teleports all unit’s within AoE
• Power Word Kill – Kills one creature with 100 HP or less
• Meteor Swarm – 4 Exploding spheres each dealing (6 to 36) fire damage
• Weird – As Phantasmal killer but AoE of 600 units
• Wail of the Banshee – Kills one creature / LvL
• Etherealness – Makes AoE of Allies ethereal
• Time Stop – You act freely for (1.5sec – 6sec) + 1.5/LvL
• Call on Devil – Summons a Devil to fight for you
• Wish – Same as limited wish but with less limits


[SUB]*I WILL UPLOAD A SPELL LIST IN THE NEAR FUTURE AS IT IS A LONG LIST AND I WANTED TO GET THIS THREAD UP AND RUNNING[/SUB]

Completed Spells:
Level 0 Arcane
Daze – Stuns enemy of less than 32 HP for 1.5sec
Disrupt Undead – (Deals 1 to 6) to an Undead Target
Ray of Frost – (Deals 1 to 3) Cold Damage
Acid Splash – (Deals 1 to 3)
Level 1 Arcane
Grease – Makes +-300 AoE patch of ground slippery.
Magic Missile – (Deals 1 to 4) + 1; + 1 Missile per every two caster levels
Jump – You jump to targeted location up to 750 away
Level 2 Arcane
See Invisible – Reveals hidden objects and units in target area


Items:

Basic Description:
Weapons – Melee & Range (Bows and such give range) – Sets your Weapon Damage.
Armour – Light, Medium and Heavy Options – Increases Armour Class &/ Special Abilities.
Shields – Only usable with one-handed swords – Increases Armour Class &/ Special Abilities.
Rings – Various magical abilities.
Necklaces – Various magical abilities.

[SUB]*TO BE UPDATED[/SUB]

Feats: 12/+-30

Feats are extra abilities that are chosen as play progresses and chosen depending on how you want your character to adapt/become a certain role in the team (Your Build).

Completed:
Cleave – After killing a unit, the hero is able to lash out another attack.
Great Cleave – As Cleave but unlimited attack if the killing continues.
Power Attack - +3 Damage; -3 To Hit
Greater Power Attack - +6 Damage; -6 To Hit
Toughness – +3 Hp permanent increase. Can be selected multiple times.
Weapon Finesse – Use Dex Mod instead of Str Mod for Damage Rolls.
Proficiencies – Allows Heroes to use weapons and armour that they usually couldn’t.
Light Armour
• Medium Armour
• Heavy Armour
• Simple Weapons
• Martial Weapons
• Exotic Weapons



*MORE FEATS WILL BE UPLOADED AS MAP PROGRESSES


Base System Overview:

To Hit a target a hero must succeed on a “Attack Roll” greater than the targets “Armour Class”.
ToHit = (1 to 20) + Base Attack Bonus + Base Attack Bonus Modifiers


Attack Rolls that succeed in this check proceed to damage the target for x Damage.
Damage = Strength Modifier + (1 to Weapon Damage) + Damage Modifier


Armour Class determines how difficult a target is to injure.
AC = 10 + Armour Bonus + Shield Bonus + Deflection Bonus + Natural Armour + Dexterity Bonus + Size Modifier + Misc Bonus​


Map Status

Where I am now is at point where my skills will not allow me to create the map in my vision. I need assisstance in various fields of the project as stated below. If you are interested in filling a position please know that knowledge of the game itself is not required. I encourage creative and enthusiasm and am open to questions, remarks, thoughts or criticism.

Base Systems and Class Skills - 81% (inevit4ble)
Terrain - 11% (Inevit4ble)
Spells - 7% (To be filled)
Advance Triggering - 32% (NoobImbaPro)
Modeling - 36% (To be filled)
Story Plots - 0% (To be filled)

All content is to follow as closely as possible to the Core Books, therefore I will supply relevant snippets of info as required by mappers.

Please contact me via a post, pm, email or aMSN
[email protected] - Standard Email
inevit4ble - Skype

If you should feel to take a peak at various bits of the map to just take a look around, please feel free to request such sections and I will gladly supply you with the info. As much as I want to learn and also want to share what I've learnt.




[SUP]*This is a non-profit project, purely made for the experience and the joy of coding* [/SUP]
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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I've never played D&D, but this looks like an interesting project. Can I help?
 

inevit4ble

Well-Known Member
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I've never played D&D, but this looks like an interesting project. Can I help?

Yes, absolutely. What sort of expertise do you have so I can allocate the portion of the project that best suits you.

If you want to help, you must understand it by playing. But i have not demo yet ?????
I like it. RPG forever

DnD is a learn as you play kind of game but to work with me you don't need an understanding at first. If anyone wants more info to read, I can supply you with relevant read materials dependent on what you are unclear of.

Thank You for your support!

Will this support DMs?

I have noted that the few other DnD maps out there are strictly DM (Dungeon Master) controlled so you always have to have someone set everything up. I want this to be more play than anything else, sort of how "Neverwinter Nights" is structured. Possibly in the future there will be a game mode option that will allow a particular DM to set up custom Dungeons. Would be a nice touch for those who wish to do so.
 

NoobImbaPro

You can change this now in User CP.
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I think I can help you with these:
Base Systems and Class Skills
Spells
Advance Triggering
 

inevit4ble

Well-Known Member
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A few more spells completed

I also introduced a jump system which can be attached to any spell or trigger (created by Paladon)
It works very nicely!
 

GFreak45

I didnt slap you, i high 5'd your face.
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i like it, my dad would crack up (we used to play D&D) would be fun but people would probably need others to play with, dnd would be slightly above the average wc3 players attention span : ( unfortunately its filled with little kids and not others that can appreciate the time and attention it takes to create a good map, TKOK rpg is one of the highest quality out at the moment yet most of the players i have run into on US West hate it because "i hate it when it takes for like ever to level." instant gratification killed the high quality rpg

and are you planning on a save/load or just a 1 game adventure?

ps. ill post something on here about my rpg, making one that will hopefully rival the best and im trying to do it all in mui! 8O
 

inevit4ble

Well-Known Member
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"i hate it when it takes for like ever to level." instant gratification killed the high quality rpg
Ye true. People can be so A.D.D lol :) I'm going to give TKOK a run just now but I've never heard of it so I can comment on that yet. DnD can be time consuming and slow, and this I KNOW :p, I want to keep it at a higher pace of game play (like resting takes 10sec and resets daily limits etc) and the spell lists that I'm slowly uploading will be available to the casters in spell books. ie a Wizard will have access to +- 99 spells at LvL 9. Should keep things interesting :)

and are you planning on a save/load or just a 1 game adventure?
Ya, when I get there I do want to establish a save/load and a way to remember which quests have been done so that a player and continue right from where they left off. AND I want to make it a campaign (Obviously). Once all the systems are in place, new maps will only require a new story line and terrain so keeping a flow of new maps/adventures shouldn't be too hard.

ps. ill post something on here about my rpg, making one that will hopefully rival the best and im trying to do it all in mui! 8O
Do I smell a challenge :p hehe, everything in mine so far is MUI. The only limit I one of each class can be picked at the start of the game, just to force players to mix it up so more strategy has to be employed.

PS: Just to add, even my girl friend thinks your avatar is a lol. Everyone I've shown digs it :D?
 

dudeim

New Member
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99 spells! that's really alot to make (specially if you're gonna do it for each class) and making them isn't even most time consuming balancing the spells is when it becomes really hard.
 

inevit4ble

Well-Known Member
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38
time is not an issue. at the end of the day this is for me and who ever else who wants it
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
99 spells! that's really alot to make (specially if you're gonna do it for each class) and making them isn't even most time consuming balancing the spells is when it becomes really hard.

you say that as thought D&D isnt prebalanced, it is a lot of triggering but i think the most time consuming part will be putting in each spell at each rank and creating the dungeons and how they interact, each dungeon in D&D was dynamic and changed slightly depending on how you played it

Ya, when I get there I do want to establish a save/load and a way to remember which quests have been done so that a player and continue right from where they left off. AND I want to make it a campaign (Obviously). Once all the systems are in place, new maps will only require a new story line and terrain so keeping a flow of new maps/adventures shouldn't be too hard.

ahh so you are going to create it like the original d&d lol, u should try to sell the maps/dungeons :p
im personally trying to make my save/load system, the codes are going to be incredibly long though, 3 codes for a single load/save (1: hero/gold/exp/quests; 2: with hero specialty trees/eqipped inventory; and 3: 24+ slot inventory system [dependent on how many spaces i can use for 1 text string]) with a 2nd option of saving/loading where it is saved in a game cache that you can just load by typing -load(single digit integer) max of 10 different saves
 

inevit4ble

Well-Known Member
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24+ slot inventory system
What system are you using? something you've done yourself? I've finally got my system to work in the way I want it to (almost) but mine really suffering from my lank of JASS triggering :( I've been trying to learn it and I'm at a point where I can read scripts but not right them yet ><.

I've had to redo my "ToHit" triggers to make them easier to adjust depending on buffs on what not.

I've had some really nice support from a couple members here but I'm desperate for a more experienced "full-time" partner. Someone to guide/show me how to do the things I want to do but just can't.

u should try to sell the maps/dungeons
I emailed "Wizards at the coast" about redistribution of DnD material but I received no reply hence the disclaimer at the bottom :p

@GFreak45: you are makng me more and more interested in your work and whats to come

PS: What Tags do I need to use to create a "Spoiler". becaunse I got alot more spells to upload but if I continue as I am, its just going to get rude with the size of my original post :/
 

luorax

Invasion in Duskwood
Reaction score
67
Unfortunately the preloader "glitch" has been fixed because of the hacking attempts made by some evil person. (1.25) If it'd be still available (I've heard that it's not even fixed, no matter what the changelog says - I have not tested it yet though) then creating a save system that doesn't even use save codes would be super easy, as you could store all the required data on the user's HDD.
Encoder. I doubt anyone can create a save system with a shorter output. Yes, it's vJASS, but I don't think that creating your own system would take less time, and at least this providies short codes. And on top of that this is a cool vJASS practice. But you can always ask us (the community) if you have problems using it, and AFAIK Nestharus is also ready to help you - you just have to tell him that you'd like to use his system and he'll help you, I'm 100% sure :)

PS: What Tags do I need to use to create a "Spoiler". becaunse I got alot more spells to upload but if I continue as I am, its just going to get rude with the size of my original post :/

I'd be glad to know this too. I've already checked the BBCodes list, but I couldn't find this tag on the list.

EDIT:
This works!
[hidden=""][/hidden] did not work.
Nice, thank you sir ;)
 

inevit4ble

Well-Known Member
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38
Cool. You are most probably right about the load codes. Unfortunately I do believe you accidentally put"http://replaceabletextures/Selection/SpellAreaOfEffect_NE.blp" as the link for "Encoder". Would you mind redirecting us?

And for some reason I have no "EDIT" option now on my original post... No idea why... does anyone know?
Test Test 1 2
 

luorax

Invasion in Duskwood
Reaction score
67
Oh sorry. I've edited the post. I was creating an SFX and seems I left the texture path on the clipboard. Sorry.
 

Narks

Vastly intelligent whale-like being from the stars
Reaction score
90
Preloader bug is fixed? Last time I checked it wasn't, I'll go check now...

Anyway, a 3rd party program is probably needed even if you use the Preloader bug (for data input), so you could just write up a tool to extract information from replays or gamecache or something.
 

luorax

Invasion in Duskwood
Reaction score
67
Well, not the bug itself, but check this out:

http://www.dota-utilities.com/2011/01/warcraft-125-patch-warcraft-3-tft-v125.html

Fixes

* Warcraft III will now write its registry keys on launch.

Which means (in theory) that you can not save and load files on the HDD anymore.
But I have not teseted it yet, as I've already said. I think I'll check it; if it still works, I'll continue my ORPG project (which has been terminated because there were too much thing to store; spellbook [~15 spells per class], two talent trees [31 points to spend], equipment, professions, and so on. It's too much to use regular save and load codes) after the current AoS.
 
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