I want to make a pokemon style map(or monster taming map in general) in which players can catch multiple pokemon and store them in pokeballs to be summoned and unsummoned later on.
I figure I need a hashtable, but I am unsure of triggering it for this system.
How would I make the trigger...
The thing is, the keys to which the data has been stored before were variable. For example, a pokemon is caught and is stored to customvalue +1 of playernumber. How would I recall this later in a trigger in such a way that it can be recalled for each pokemon caught and each player. I know how...
I made a trigger for catching pokemon. When a pokemon is caught, it stores the pokemon as two custom values in the hashtable. But when I went to make the trigger with which a pokeball recalls the pokemon, and thus had to trigger how to recall the stored custom values, I realized I don't know...
Ooook, right, I forgot I was using the region to move the pokemon back and forth; the thing is, if I get the hashtable to work properly, I won't really need a position to move them(as far as I understand).
EDIT: I would very much appreciate you trying to come up with triggers for catching and...
It sounds like you may be familiar with the process; could you post a trigger?
Wouldn't creating more variables make for more leaking? Also, why would I need variables for positions?
It would be in my best interest to have a trigger which would work for catching and creating the stored data for...
So this is my trigger so far for catching a pokemon, followed by the trigger I use to summon the caught pokemon. There are several problems though: How do I implement this so that it works for multiple players and multiple pokemon, also with the conditions of catching a pokemon. I also don't...
Thank you duderock101. I took a look at it, but I don't think it will work. I require multiple pokemon to be able to be captured by multiple players. I am not sure if your trigger only works for one 'beast' per player. I also don't know how to do all those variables lol. If someone could...
Conditions:
Pokeball Type: Pokeball, Greatball, Ultraball, Masterball(this one should be easy I guess)
The chance of capture increases as the quality of ball increases.
Physical Condition: Sleeping, Paralyzed, etc.
HP: Below certain percentages
I figured with a random number system, such...
As to the location of where pokemon will go when in a pokeball, yes, I have decided that it would be simple to have a small area on the edge of the map that cannot be seen and to which the pokemon will be relocated.
The formula concept...sounds confusing. I remember looking at it once, but if...
This is probably actually the best idea; it seems easiest and thus doable lol. Thank you guys.
However, I still need help with how to trigger the catching system. Also, once caught, how would I remove the pokeball used to catch it and add the pokeball which now contains the pokemon?
That seems like alot of work, besides probably leaky with multiplayer. There is a way to do it with storing variables and maybe arrays, but I think just hash tables and variables. Only ting is I don't know how to use them.
I want to make a new pokemon map, similar to pokemon world. It will be more in depth with towns and a larger map, with some quests and events.
I need much help with the triggering. I can do simple triggering, but am having trouble with making a catch system, call system with pokeballs, and...
Hi, I am starting a pokemon map similar to pokemon world. I want to use a similar catch and call system but am not sure how to trigger that. I can't do Jass, and gui sort limited. Please help me create a multiplayer trigger system for catching multiple pokemon and calling them to and from...
You see how the plot of land is in the air, and is surrounded by water falls? It is floating. I don't mean to say it is an island in the sense that it has sand and palm trees.
Edit: Unfortunately, I think it is a custom model.
Is there a way to make a bridge that may be walked both under and over?
It seems near impossible in wc3. I would like to make a map in which units may walk over a bridge connecting two mountains, as well as walk underneath it in the valley beneath.
I was wondering how to create a river in-game via triggering? I was thinking something like a damnwall to a lake is broken(destructible doodad), and then water rushes out in an animation, and now there is water in a new region. How would i do this?