kirinelf
New Member
- Reaction score
- 10
I'm currently making a Castle Defense genre map (Project linked here), and I would like to implement SD_Ryoko's Difficulty Scaler into my map. I have a general idea set out that might or might not be correct, but I would like to know how to create an ability to buff health, armor and damage, both positively and negatively.
That's as far as I've gotten so far. The primary difference between my map and SD_Ryoko's map is that his is a Tower Defense (Each wave will come at a fixed interval), while mine is a Castle Defense (Each wave will come only when the map is clear of enemies). How would I go about implementing this into my map?
Trigger:
- Difficulty Timer
- Events
- Time - CreepTimer expires
- Conditions
- Actions
- Countdown Timer - Start DifficultyTimer as a One-shot timer that will expire in 10.00 seconds
- Events
Trigger:
- Difficulty Scaler
- Events
- Time - DifficultyTimer expires
- Conditions
- Actions
- Set CreepsAlive = (Number of living CreepArray[LevelCount] units owned by HostileCreeps)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- CreepsAlive Equal to 0
- Then - Actions
- Selection - Select (Units in (Playable map area) owned by HostileCreeps) for Player 12 (Brown)
- Else - Actions
- If - Conditions
- Events
That's as far as I've gotten so far. The primary difference between my map and SD_Ryoko's map is that his is a Tower Defense (Each wave will come at a fixed interval), while mine is a Castle Defense (Each wave will come only when the map is clear of enemies). How would I go about implementing this into my map?