Hero killing gold reward and item requirements!

Kosire

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I'm making an RPG map and I want to make it so if you kill another player you recieve 250 gold and I want to make items so that only certain heroes can buy them. (via trigger where the else drops and returns used gold) But that trigger was too hard for me to figure out and the gold reward for kill doesnt seem to work.
 

I_RULE_YOU

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For the gold from hero kills, just use this trigger to turn on bounty, and make your gold specifications.

Code:
Bounty
    Events
        Map initialization
    Conditions
    Actions
        Player - Turn Gives bounty On for Player 1 (Red)
        Player - Turn Gives bounty On for Player 2 (Blue)
        Player - Turn Gives bounty On for Player 3 (Teal)
        Player - Turn Gives bounty On for Player 4 (Purple)
        Player - Turn Gives bounty On for Player 5 (Yellow)
        Player - Turn Gives bounty On for Player 6 (Orange)
        Player - Turn Gives bounty On for Player 7 (Green)
        Player - Turn Gives bounty On for Player 8 (Pink)
        Player - Turn Gives bounty On for Player 9 (Gray)
        Player - Turn Gives bounty On for Player 10 (Light Blue)
        Player - Turn Gives bounty On for Player 11 (Dark Green)
        Player - Turn Gives bounty On for Player 12 (Brown)

As for the hero requirement for items, you need a trigger that will research an upgrade when you buy that selected hero, and have the item require that upgrade. If you need help with this trigger, it is probably a little bit out of my triggering league, but I'll try it if nobody here posts it for you (thats unlikely).
 

Weyrling

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I always used:
Code:
Item Trigger
    Events
        Unit - A unit Sells an item (from shop)
    Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Experience
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Buying unit)) Not equal to Footman
                (Unit-type of (Buying unit)) Not equal to Footman
    Actions
        Unit - Order (Buying Unit) to give (Item being manipulated) to (Selling unit)
Replace 'Tome of Experience' with your item.
Replace the 'Footman' with the heroes that can use the item.
Copy and repeat until you have all your items covered.
Note: Use different triggers for each.
Edit: My bad, missed the 'refund' deal.
 

Kosire

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Thanks I'm gonna play and see if those work.
Thanks so much for the advise ill be back with anything that goes wrong.

+With the bounty. I change that in unit editor under gold bounty awarded? how do i make it so that the bounty will always be 250? set dice things to 0 or 1 and base to 250?
 

Komaqtion

You can change this now in User CP.
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yeah change dice and side per dice to 0 i think, try 0 and if that doesn't work try 1 =)
 

I_RULE_YOU

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Gold Bounty Awarded = 250.

The dice may add 1-8 gold, if you put it on 0 though, it should eliminate that.
 

Kosire

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heehee thanks again.
Events
Unit - A unit Dies
Conditions
((Owner of (Dying unit)) Equal to Neutral Hostile) or (((Dying unit) is A Hero) Equal to True)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Dying unit) is A Hero) Equal to True
Then - Actions
Wait 10.00 seconds
Hero - Instantly revive (Dying unit) at (Center of (Playable map area)), Show revival graphics
Else - Actions
Wait 120.00 seconds
Unit - Create 1 (Unit-type of (Dying unit)) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing (Position of (Triggering unit))

I have that as my hero and creep respawn trigger. but the creeps arent respawning. it seems like sometime i do it it works but when i change the wait time of it. it stops spawning them
*also is there a way i can make em respawn at initial spawn point instead of place of death?

How do I take off the timer that pops up to reveal players after u remove starting town hall and workers.

Regards and thanks again,
Kosire
 

Kosire

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Well the triggering for item requirements didnt work but what about the first idea "As for the hero requirement for items, you need a trigger that will research an upgrade when you buy that selected hero, and have the item require that upgrade. If you need help with this trigger, it is probably a little bit out of my triggering league, but I'll try it if nobody here posts it for you (thats unlikely)."

Would that work?
 

I_RULE_YOU

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Ok, try this:

Code:
Hero Requirements for Items
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Dummy Ability (Name it after your hero) 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Learned Hero Skill) Equal to Dummy Ability (Name it after your hero) 
            Then - Actions
                Player - Set the current research level of Dummy Upgrade (Name it after your hero as well)  to 1 for (Owner of (Triggering unit))
            Else - Actions

Create a custom hero ability based off of Item Armor Bonus.

Name this ability after the hero that you want the shop to recognize as necessary for the item. Set the armor bonus to 0. This is the "Dummy Ability" mentioned in the trigger.

Now, create a custom upgrade, and name if after your hero as well. Set all its values to 0, so it does nothing. Make sure it has 1 level. For the item that you want the hero only to be able to access, under Techtree - Requirements, add the upgrade you made. This way, in the game, it'll say, "(Hero name here) Required". This is the "Dummy Upgrade" mentioned in the trigger.

Last step, add the custom ability you made to your hero under Abilities - Hero.

There is a problem with this though, and it's kinda a big one. You need to learn this ability first, as in "Gained a level, you can now learn another ability". I'm sure theres a way around it, but I'm too dumb to find what that is.

If someone else posts another suggestion of how to solve your item problem, I suggest you go with that. This is just in case nobody else gets back to you on this, then you might want to try to work with what I gave you.
 

Kosire

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Tried it and the trigger isnt the problem. The problem is that even when I put a requirement on the item, thong comes up in the game as a requirement.
 

Kosire

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well at the moment I have it set to you only get one ability every couple of levels so that wouldnt be an advantage. But thats now the problem. the problem is the custom item wont take on any requirements
 

I_RULE_YOU

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How is that possible? Its just Techtree - Requirements. Btw, I just noticed something. In techtree, it doesn't take upgrades, it takes units. Thats good news. Just put your hero under requirements for your item and that should work. You might not even need the trigger lols.
 

Kosire

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OE.jpg

SA.jpg
 

Kosire

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Tried purchaseable as well, no good. but im fine with non useable vs non purchasable i just want certain heroes not able to gain a benefit from the item
 
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