Solu9
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I have always enjoyed the turned based battle system of the Final Fantasy series, so I thought I would try and mimic it using the Warcraft 3 Editor.
Although small in scale, my idea has been realized to my level of WC3: Editor skills.
How it works:
You control 3 heroes and fight 4 enemies.
While I would love to have had a turn based system where you could predict which unit was the next to attack I was not able to create such. So the next unit in the attack sequence will be chosen randomly after a unit has used it's turn.
When one of your heroes has been selected you can either chose to do a normal attack or use magic/item.
If attack is chosen you pick an enemy to attack and your unit will automatically attack said unit.
If magic/item is chosen you may choose one of the abilities of the selected hero or use an item.
You don't have to worry about turns, the game will by it self chose another unit when you are done.
To begin the turned based fight type -start
Known problems:
-You can't go back to the "Choose Action Menu" at the moment - Fixed
-You have no way of knowing what unit is next, thus you can't use that tactically
-Since units are picked randomly you can get unlucky with the selection - Fixed
-If you choose to cast a spell you can (if you are fast) use an item as well in the same round, which is both not meant to be and can mess up the whole rotation
-(Not a problem, but rather a nice side effect) Spells that effects the target over a period of time like the Paladin's Storm Bolt seems at first glance that it gets stuck in an endless loop. This is not the case though. The unit is paused when it is not its turn. Therefore the debuff timer is also paused and only counts towards 0 when it is said unit's turn. The nice side effect in this scenario is that you don't waste the timer when you or the other enemy units are taking their turn.
-I have not found a method for making enemy units cast spells. I know how I can implement this relatively easy by coding each unit. The problem with this is that the battle system is meant to be used in a RPG where you fight a lot of different enemies with a lot of different skills.
Im not exactly asking for help, just wanted to upload this small test map as a part of experimenting and learning more about the editor.
Of course if you have ideas/fixes or find bugs by all means post them here.
Thanks for reading
I have attached the map to this post.
Edit: I thought I missed something. To start the turn based fight type -start
Update 1:
Major Fixes:
-When a unit from one of the parties takes an action the game will automatically pick a unit from the other party as the next selected unit.
-Possible to go back to the main menu if you press the attack button
-Added a change party member button, which will, when pressed, pick a random unit from your party. If you are unhappy with the new selection as well just click the change party member button again.
Minor fixes:
-Chain Lightning reduces damage by 15% per jump as in the normal game
-Holy Light heals 200 up from 100
-Enemies does ~100 damage up from 50
Update 2:
Major Changes:
-All units now have timers for when their next turn activates. So instead of just switching sides, the game now only controls the time of who's turn is next. Timers are shown only for your heroes. This makes the battle much more fluidly and heroes and enemies can attack at the same time. There are still problems with this system though, read further down.
-Shadow Strike has been redesigned to only give initial damage, it fixes the instant death bug
New DL map has been attached.
Known problems:
-You can't go back to the "Choose Action Menu" at the moment - Fixed
-You have no way of knowing what unit is next, thus you can't use that tactically
-Since units are picked randomly you can get unlucky with the selection - Fixed
-If you choose to cast a spell you can (if you are fast) use an item as well in the same round, which is both not meant to be and can mess up the whole rotation
- Apparently if Shadow Strike is applied to a unit it will get instantly killed when it is said unit's turn. And I have no idea why.
- If one of your heroes die and gets selected the game will crash
-For some reason the enemy units sometimes get stuck when they attack and only move back to their initial spot when it is their turn again.
-There is a really annoying problem with the hero timers. Sometimes when a hero timer hits 0 and it is his turn to act the timer jumps back to 3 seconds instead of resetting to 15 seconds. (Inputs are welcome!)
Although small in scale, my idea has been realized to my level of WC3: Editor skills.
How it works:
You control 3 heroes and fight 4 enemies.
While I would love to have had a turn based system where you could predict which unit was the next to attack I was not able to create such. So the next unit in the attack sequence will be chosen randomly after a unit has used it's turn.
When one of your heroes has been selected you can either chose to do a normal attack or use magic/item.
If attack is chosen you pick an enemy to attack and your unit will automatically attack said unit.
If magic/item is chosen you may choose one of the abilities of the selected hero or use an item.
You don't have to worry about turns, the game will by it self chose another unit when you are done.
To begin the turned based fight type -start
Known problems:
-If you choose to cast a spell you can (if you are fast) use an item as well in the same round, which is both not meant to be and can mess up the whole rotation
-(Not a problem, but rather a nice side effect) Spells that effects the target over a period of time like the Paladin's Storm Bolt seems at first glance that it gets stuck in an endless loop. This is not the case though. The unit is paused when it is not its turn. Therefore the debuff timer is also paused and only counts towards 0 when it is said unit's turn. The nice side effect in this scenario is that you don't waste the timer when you or the other enemy units are taking their turn.
-I have not found a method for making enemy units cast spells. I know how I can implement this relatively easy by coding each unit. The problem with this is that the battle system is meant to be used in a RPG where you fight a lot of different enemies with a lot of different skills.
Im not exactly asking for help, just wanted to upload this small test map as a part of experimenting and learning more about the editor.
Of course if you have ideas/fixes or find bugs by all means post them here.
Thanks for reading
I have attached the map to this post.
Edit: I thought I missed something. To start the turn based fight type -start
Update 1:
Major Fixes:
-When a unit from one of the parties takes an action the game will automatically pick a unit from the other party as the next selected unit.
-Possible to go back to the main menu if you press the attack button
-Added a change party member button, which will, when pressed, pick a random unit from your party. If you are unhappy with the new selection as well just click the change party member button again.
Minor fixes:
-Chain Lightning reduces damage by 15% per jump as in the normal game
-Holy Light heals 200 up from 100
-Enemies does ~100 damage up from 50
Update 2:
Major Changes:
-All units now have timers for when their next turn activates. So instead of just switching sides, the game now only controls the time of who's turn is next. Timers are shown only for your heroes. This makes the battle much more fluidly and heroes and enemies can attack at the same time. There are still problems with this system though, read further down.
-Shadow Strike has been redesigned to only give initial damage, it fixes the instant death bug
New DL map has been attached.
Known problems:
-If you choose to cast a spell you can (if you are fast) use an item as well in the same round, which is both not meant to be and can mess up the whole rotation
- If one of your heroes die and gets selected the game will crash
-For some reason the enemy units sometimes get stuck when they attack and only move back to their initial spot when it is their turn again.
-There is a really annoying problem with the hero timers. Sometimes when a hero timer hits 0 and it is his turn to act the timer jumps back to 3 seconds instead of resetting to 15 seconds. (Inputs are welcome!)