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    posted a message on Help with Diablo Attribute Type System

    @admielke: Go

    lol npnp, thanks for he advice - but those are just numbers that i can fix later.. i can't even get this to work, there are no tutorials or assets that i can look at it to see how its done :/ I'm just interested in how to make a rpg like attribute system. http://www.sc2mapster.com/assets/diablo-attribute-system/ here's the link to the original

    Posted in: Triggers
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    posted a message on (Solved) Quick Actor/Model Questions
    Quote from DrSuperEvil: Go

    1. Under the Unit type actor for the unit the Art: Model (Portrait) field and the UI: Unit Icon fields

    2. Use the SOpAttachOrigin SOp. Else use a SOp (Local Offset) Sop to lower it.

    thanks a lot, but i'm still having issue with the portrait, its all weird and black like in the picture i think it has something to do with the actor events- maybe?

    Posted in: Data
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    posted a message on (Solved) Quick Actor/Model Questions

    Picture 1. How can I change these portrait type thingies?

    2. I am trying to make a wc3 like aura visual effect, how can i move the zerg beacon down to its feet? (base in wc3 editor)

    Thanks in advance :)

    Posted in: Data
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    posted a message on Help with Diablo Attribute Type System
    Quote from Yaksmanofage: Go

    @msong7229: Go

    In my opinion if a library forces you to do this much work but you cannot get it to work off the bat you should code a system yourself.

    Barring that, what asset are you using? Your description is rather vague.

    The asset is literally called, Diablo Attribute Type System lol.

    Quote from GlornII: Go

    I have made a system like this... and then remade it to be much more efficient. Here is a video which includes it:

    <iframe width="420" height="315" src="" frameborder="0" allowfullscreen></iframe>

    If that is what you are looking for in concept; then I can send you the system; it is pretty customizable, and can be copy/pasted without too much effort.

    Woah nice map there, I used to play that in wc3 years years back lol.

    OT: Yea that is kind of what I'm looking for. IT would be great if i can get a copy, except I'm pretty bad with dialogs. If anyone's played Dragon Quest RPG - it's one of the top played rpg systems on arcade - The system that game uses to upgrade attribute points, is exactly what I'm looking for. On leveling up your character, you get attribute points that you can use to upgrade the behaviors (i.e. str, agi) on your unit.

    Posted in: Triggers
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    posted a message on Help with Diablo Attribute Type System

    Hiya guys, I've recently been playing with the ^ asset and managed to copy it into a little map.

    My map includes a hero, with 4 rpg like attributes called psi, core, void, and force. Upon level up, I'm supposed to gain 5 attribute points which I can spend, but for some reason the max count for the attributes points are stuck at 5, and the dialog label number indicating how many attributes I have left to spend doesn't quite fit in the dialog box.

    Here are the triggers that manipulate the attributes upon level up and use.

    Melee Initialization
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Camera - Pan the camera for player 1 to (Position of Scythe [134.19, 110.38]) over 0.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration, and Do Not use smart panning
            Visibility - Create a visibility revealer for player 1 within (Playable map area)
            Unit - Create one Psi item in the inventory of Scythe [134.19, 110.38]
            Unit - Create one Core item in the inventory of Scythe [134.19, 110.38]
            Unit - Create one Void item in the inventory of Scythe [134.19, 110.38]
            Unit - Create one Force item in the inventory of Scythe [134.19, 110.38]
            UI - Display boss bar 1 with title "Droney", portrait Assets/Textures/zergdronenormal.dds and maximum value (Integer((Droney [152.27, 120.57] Life (Default)))) for (All players)
            UI - Set boss bar 1 boss to Droney [152.27, 120.57] (Do refresh the boss bar)
    
    Hero Leveling Trigger
        Events
            Unit - Any Unit gains an experience level
        Local Variables
        Conditions
        Actions
            Unit - Add 5 Attrpoints to (Triggering unit) from (Triggering unit)
    
    Remove charge of Attrpoints
        Events
            Unit - Any Unit attribute points changed
        Local Variables
        Conditions
        Actions
            Unit - Remove 1 Attrpoints from (Triggering unit)
    
    Heroattributebox
        Events
            ------- After 2 seconds pass make the Box.
            Timer - Elapsed time is 1.0 Game Time seconds
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    Dialog - Create a Modal dialog of size (150, 75) at (350, 350) relative to Center of screen
                    Variable - Set Attrpointdialog[(Player 1 from (Active Players))][0] = (Last created dialog)
                    Dialog - Create a Label for dialog Attrpointdialog[(Player 1 from (Active Players))][0]
                    Variable - Set Attrpointdialogitem[(Player 1 from (Active Players))][0] = (Last created dialog item)
                    Dialog - Set Attrpointdialogitem[(Player 1 from (Active Players))][0] text to "0" for (Active Players)
                    Dialog - Set Attrpointdialogitem[(Player 1 from (Active Players))][0] tooltip to "How many Attribute Points you have ..." for (Active Players)
                    Dialog - Show Attrpointdialog[(Player 1 from (Active Players))][0] for (Active Players)
                    Dialog - Show Attrpointdialogitem[(Player 1 from (Active Players))][0] for (Active Players)
    
    checkstats
        Events
            Unit - Any Unit gains an experience level
        Local Variables
        Conditions
        Actions
            Variable - Set Attrpointremainingpoints[(Triggering player)][0] = (Stack count of Attrpoints on (Triggering unit))
            Variable - Set AttrpointText[(Triggering player)][0] = (Text(Attrpointremainingpoints[(Triggering player)][0]))
            Dialog - Set Attrpointdialogitem[(Triggering player)][0] text to AttrpointText[(Triggering player)][0] for (Player group((Triggering player)))
    
    checkstats 2
        Events
            Unit - Any Unit attribute points changed
        Local Variables
        Conditions
        Actions
            Variable - Set Attrpointremainingpoints[(Triggering player)][0] = (Stack count of Attrpoints on (Triggering unit))
            Variable - Set AttrpointText[(Triggering player)][0] = (Text(Attrpointremainingpoints[(Triggering player)][0]))
            Dialog - Set Attrpointdialogitem[(Triggering player)][0] text to AttrpointText[(Triggering player)][0] for (Player group((Triggering player)))
    

    I also have a bit of trouble understanding how to control the inventory spaces for containers. If someone can help me a bit here - that would be great.

    Posted in: Triggers
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    posted a message on Custom Unit Request: Banel Lord

    @TacoManStan: Go

    thanks a lot, i guess ill try it my self i'm 100% sure ill have problems with the skill, ill keep you updated and if you could help me out with it that would be great. :)

    Posted in: Map Suggestions/Requests
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    posted a message on Custom Unit Request: Banel Lord

    @grenegg: Go

    oh goodie, i hope then it's not too hard to do..

    I have a question grenegg, I do have a little bit of mod editing experience with warcraft 3 maps, do you think i'll be able to handle making a unit like this?

    Posted in: Map Suggestions/Requests
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    posted a message on Custom Unit Request: Banel Lord

    @hawkerhurricane: Go

    oh.. sorry for wrong area x.x

    where should i post it?

    Posted in: Map Suggestions/Requests
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    posted a message on Custom Unit Request: Banel Lord

    Hi guys, I would be really appreciate if anyone could make this custom unit for me. The biggest reason for this request is because - I don't have the skills to make it and don't have the time to learn it either. I'm a really newbie when it comes to games. I just want to have the joy of raping AI's with a flying manta like creature that pews banelings.

    I want this unit to be based on a brood lord model, but instead of throwing broodlings it throws banelings at its targets. I want Banel Lord to be able to hold a maximum of 1 unit at a one time. Note that leveling up a passive skill can exceed this cap - I’ll talk about more about this below.

    Name: Banel Lord

    Basic Stats:
    Base Hit Points: 250
    Base Shield Points: 100
    Base Energy Points: 40
    Base Damage: 40
    Base Move Speed: 2.5
    Base Armor: 4
    Base Attack Speed: 1.7
    Base Attack Range: 10
    Sight Radius: 17
    Base Hp Regen: 0.3 health per second
    Base Energy Regen: 0.0
    Base Shield Regen: 0.3 shield per second

    Custom Attribute Stats - Look below for more info
    Starts out at Base*
    Str = 25* + 3.2 Per Level
    Agi= 20* + 2.5 Per Level
    Int = 15* + 1.5 Per Level

    Please note that, the Banel Lord does not receive bonuses from any zerg upgrades and the same thing goes for a baneling produced by a banel lord.

    _____________
    It would be great if you could make it a leveling up hero type unit (goes up to level 15) with 7 attributes: 4 custom 3 presets– I’m not worried about experience points so whatever you like is fine, just please make sure you make a cheat code that gives it auto level 15.
    Customs:
    ‘Str’ – 1 point of str gives
    - + 0.05 health regen per sec
    - + 5 max hit points
    - + 0.167 damage (1/6 so every 6 str is one damage)

    ‘Agi’ – 1 point of agi gives
    - + 0.03 shield regen per sec
    - + 3 max shield points
    - + 1% attack speed
    - + 0.1 armor
    ‘Int’ – 1 point of int gives
    - + 0.08 energy regen per sec
    - + 4 max energy points

    ‘Hero Unit’
    - immune to all spells
    Presets:
    Armored, Biological, Massive

    _____________
    At the moment I want it to just have one passive skill.

    Skill 1 Name: Baneling Mastery
    Type: Passive
    Mana Cost: None
    Pre-Requisites: None
    Level – Able at: 1, 4, 9, 15

    This skill is what I was talking about earlier – it enables Banel Lord to hold a maximum of 4 banelings total at level 4. Effects of the passive skill are at
    Level 1 ~ 4
    - + 3/6/9/12 base damage
    - + 0.5/1.0/1.5/2.0 base armor
    - + 0.25/0.5/0.75/1.00 base move speed
    - - 0.15/0.25/0.35/0.45 base attack speed (so increases attack speed drastically)
    - + 0/1/2/3 to total maximum banelings allowed to hold (so 1 at level 1, 2 at level 2, 3 at level 3, and 4 at level 4)


    • - Baneling Stats (copy a normal baneling’s stats except for new stats stated)
      o 15/20/25/30 max health
      o 5/10/15/20 explode damage against all armors/15/20/25/30 explode damage against buildings
      o 2.0/2.5/3.0/3.5 move speed

    I know its rigged so please don’t comment on that.
    If you have any special effects that you wanna add to it, like glows or attachments go ahead.
    It would be great if you could add this unit to any 10-person blizzard melee map or just teach me how to import it. – Understand that I’m not trying to hack maps, I just wanna play against bots and own them.
    Thank you in advance, if there are any spelling errors or suggestions you would like to give please reply.

    Posted in: Map Suggestions/Requests
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    posted a message on [Trigger] error with triggers

    Attack2

    Events Unit - Any Unit uses <c val="808080">S</c><c val="727272">o</c><c val="646464">u</c><c val="555555" at Generic1 - Any stage (Ignore shared abilities)

    Local Variables Area = (Units in (Region(((Position of (Triggering unit)) offset by 0.0 towards (Facing of (Triggering unit)) degrees), 10.0)) having alliance Enemy with player (Owner of (Triggering unit)) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) <Unit Group>

    Conditions

    Actions Unit Group - Pick each unit in Area and do (Actions) Actions Unit - Set (Picked unit) Life to (((Picked unit) Life (Current)) - (Real((Agility Shadow count for player (Owner of (Triggering unit)), counting Complete)))) Actor - Attach ProtossFlameSetFireLarge (Unnamed) to Center on (Picked unit)

    I want this ability - when casted - instantly damages an AoE just in front of the casting unit based on the amount of behavior "agility" while filtering out itself, allied units, invulerable, and etc.. The problem is, It doesn't deal the exact amount of number of "agility" i have on my hero.

    P.S. can someone enlighten me on the measurement 'units'? I don't really know how to control my radius, and how far distances are.

    Posted in: Triggers
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    posted a message on [data] actors issue

    hi all, i made an actor with based on model and CActorModel the only fields I edited were the model, events, and host site operations

    for model i gave it: brood lord events: unitbirth.archon -> create host site operations: SopAttachOrigin

    what i want it to do, is attach a brood lord model to the archon, but the brood lord attachment wont show up in game

    thx in advanced

    Posted in: Miscellaneous Development
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    posted a message on [Data] Effects issue

    !New Question!:

    I have a spell (instant type), which - when casted - creates an actor that plays an attack animation along with the casting unit. How can I get them to play the same attack animations?

    Posted in: Miscellaneous Development
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    posted a message on [Data] Effects issue

    My Thank You Box

    @Torrak: Go

    thanks dude ^^

    Posted in: Miscellaneous Development
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    posted a message on [Data] Effects issue

    !New Question!:

    How can I issue a string command such as spell, and attack when a unit casts a spell?

    Solved**

    !New Question!:

    I have a spell (instant type), which - when casted - creates an actor that plays an attack animation along with the casting unit. How can I get them to play the same attack animations?

    Posted in: Miscellaneous Development
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    posted a message on Covering math function in the data editor

    Is it possible? I'm trying to make a skill that does damage base on an attribute.

    ty in advanced

    Posted in: Miscellaneous Development
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