Difficulty Scaler (Castle Defense)

kirinelf

New Member
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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.

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


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


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?
 

tmow

New Member
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7
i know an extremly easy way to do it...Make a dialog and when they click the button it spawns a unit for them...an invisible unit thats almost not even there and give it a few auras with like 15k range...MAKE SURE U MAKE THE AURAS BY PERCENT AND NOT A CERTAIN AMMOUNT!!!!
 

kirinelf

New Member
Reaction score
10
Thanks. I never thought of that. I'll give it a spin in my map.

Edit: The Buffer works rather nicely (Not sure how to make it increase max health, but I made it do a few other things). However, the problem now is the condition that is required to create it.

What I want is that after the creep timer (that governs spawn) has expired, the difficulty timer starts. After it hits zero (from say... 30 seconds), it checks to see how many units of Player 12 is alive. If it's 0, it'll create the Buffer. If it's above 40, it'll add a Negative Buffer.

Adding the Buffers also change a variable: a Buffer changes the variable to 1 and a Negative Buffer changes it to 2. After checking the number of units belonging to P12 is alive, it'll then check the variables and change it. So if there's more than 40 units alive and the variable is 1, it'll remove a Buffer and change the variable to 0; if there're more than 40 units alive and the variable is 2, it won't do anything. If the variable's at 0, it'll add a Negative Buffer.

I'm not sure if I've explained it well enough, but that's the gist of what I think the system'd be like. Any ideas how to implement it?

I managed to implement it myself in two triggers. Here they are:

Trigger:
  • Strengthen Creeps
    • Events
      • Player - Player 1 (Red) types a chat message containing -strengthen as An exact match
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • creepBuffer Equal to 0
        • Then - Actions
          • Set tmpPoint = (Center of Hero Selector Spawn <gen>)
          • Unit - Create 1 Buffer for HostileCreeps at tmpPoint facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_tmpPoint)
          • Set creepBuffer = 1
          • Set CreepBuffer = (Last created unit)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • creepBuffer Equal to 2
            • Then - Actions
              • Unit - Remove CreepBuffer from the game
              • Set creepBuffer = 0
            • Else - Actions


Trigger:
  • Weaken Creeps
    • Events
      • Player - Player 1 (Red) types a chat message containing -weaken as An exact match
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • creepBuffer Equal to 0
        • Then - Actions
          • Set tmpPoint = (Center of Hero Selector Spawn <gen>)
          • Unit - Create 1 Negative Buffer for HostileCreeps at tmpPoint facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_tmpPoint)
          • Set creepBuffer = 2
          • Set CreepBuffer = (Last created unit)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • creepBuffer Equal to 1
            • Then - Actions
              • Unit - Remove CreepBuffer from the game
              • Set creepBuffer = 0
            • Else - Actions


Typing -strengthen will make the creeps stronger, while typing -weaken will make the creeps weaker. xD
 
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