Help in my new project

ironfist19

New Member
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I will make a new project map called Resistance Against Powers
The map is: AOS

Game Point: You need to destroy the base of the other side. Train as much as possible in 3 minutes before the trees open.

Unique Game Interface:
>Training Interface<
-(Every 25 consecutive attack gives the character 1 strength)-
>Magic Training Interface<
-(Every 10 times you cast a spell gives the character 1 intelligence)-
>Unique Potion-making Interface<
-(It's like the recipe but the items is found in the monsters.)-
>Character Promotion<
-(When your character reaches the level 20, it shows you a message and tells you have been promoted to another job.)-
>Item Upgrading<
-(When you buy an item and an upgrader your item will be "Refined" + Item's Name + ("Good" is First Upgrade,"Better" is Second Upgrade, "Best" is the last strongest upgrade)

Characters:
>Knight< --> White Knight ( Level 20 )
>Paladin< --> Royal Stalker ( Level 20 )
>Brawler< --> Elite Monk ( Level 20 )

Tell me if the concept is good ;)
I am just starting the map. Soon... Because I have classes. ( I am just a 14 yo kid. -.- )
Sure in September 5, 2009 in philippine time. I can do it. Just PM me if you like the concept of the map.

Terraining - (Not yet made)
Hero - (Not yet made)
Item - (Not yet made)
Skills - (Not yet made)
Triggers - (Not yet made)
 

jackall

You can change this now in User CP.
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do you want to add int and str to ALL heroes or just some classes?
im working a bit to help you with how much i can :thup:
 

jackall

You can change this now in User CP.
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oww man

Trigger:
  • init
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to str for attacks &lt;gen&gt; the event (Unit - (Entering unit) Takes damage)

A you need that trigger for the strength gaining trigger to work

Trigger:
  • str for attacks
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Damage source)) Equal to StrHeroesType
        • Then - Actions
          • Set strforattkattker = (Damage source)
          • Set strforattkattks[(Player number of (Owner of strforattkattker))] = (strforattkattks[(Player number of (Owner of (Damage source)))] + 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • strforattkattks[(Player number of (Owner of (Damage source)))] Equal to 25
            • Then - Actions
              • Hero - Modify Strength of strforattkattker: Add 1
            • Else - Actions
        • Else - Actions

A this is the trigger that actually adds strength to the hero

Trigger:
  • int for spells
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is A Hero) Equal to True
        • Then - Actions
          • Hero - Modify Intelligence of (Triggering unit): Add 1
        • Else - Actions

A this is the trigger that adds intelligence

Trigger:
  • character promote
    • Events
      • Unit - A unit Gains a level
    • Conditions
      • (Hero level of (Triggering unit)) Equal to 20
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to brawler
        • Then - Actions
          • Set characterLVL[(Player number of (Owner of (Triggering unit)))] = (Hero level of (Triggering unit))
          • Unit - Replace (Triggering unit) with a eliteMonk using The new unit&#039;s default life and mana
          • Hero - Set (Last created unit) Hero-level to characterLVL[(Player number of (Owner of (Triggering unit)))], Hide level-up graphics
          • Game - Display to (All players) the text: Your character has ...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to knight
        • Then - Actions
          • Set characterLVL[(Player number of (Owner of (Triggering unit)))] = (Hero level of (Triggering unit))
          • Unit - Replace (Triggering unit) with a whiteKnight using The new unit&#039;s default life and mana
          • Hero - Set (Last created unit) Hero-level to characterLVL[(Player number of (Owner of (Triggering unit)))], Hide level-up graphics
          • Game - Display to (All players) the text: Your character has ...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to paladin
        • Then - Actions
          • Set characterLVL[(Player number of (Owner of (Triggering unit)))] = (Hero level of (Triggering unit))
          • Unit - Replace (Triggering unit) with a royalStalker using The new unit&#039;s default life and mana
          • Hero - Set (Last created unit) Hero-level to characterLVL[(Player number of (Owner of (Triggering unit)))], Hide level-up graphics
          • Game - Display to (All players) the text: Your character has ...
        • Else - Actions

A this is the promotion trigger
 

jackall

You can change this now in User CP.
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do you want the ingredients for potions to be dropped randomly on chance from monsters or every time a monster dies he drops a random ingredient?
EDIT: about the item upgrades, you have to make the upgradable items 4 times(1st the normal stage, next good, better and best)
@Dinowc ehh i dont usualy use the edit but ill try not to double/triple post again
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
EDIT: about the item upgrades, you have to make the upgradable items 4 times(1st the normal stage, next good, better and best)

ok this is really a bizarre one... if you can "edit" why did you triple post then?

__________________

sry for useless post but I couldn't help myself

btw how do you gain agility then?
 

ironfist19

New Member
Reaction score
3
thank you

oh thank you jackall, i will start the map now :)
hehe ty very much
@jackall
your question
do you want the ingredients for potions to be dropped randomly on chance from monsters or every time a monster dies he drops a random ingredient?
yes, I want that every time the monster die it will drop a random ingredient.
@Dinowc
btw how do you gain agility then?
you will gain agility when you leveled up. (+1.2 only)
 

jackall

You can change this now in User CP.
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Trigger:
  • drop ingredients
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Triggering unit)) Equal to Neutral Hostile
    • Actions
      • Item - Create randomIngredient[(Random integer number between 1 and noOfIngredients)] at (Position of (Triggering unit))

AThis trigger makes ingredients on the groundA
randomIngredient is a item-type variable with array, noOfIngredients is the sum of ingredients you have in the map and be sure to set the randomIngredient variable in some init trigger to the ingredients
 

ironfist19

New Member
Reaction score
3
@jackall
how do you do the Set strforattkatter = (Damage source)?
Can you tell the variables you used?
 

jackall

You can change this now in User CP.
Reaction score
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thats a unit variable
strforattkattks is a integer variable with array
brawler, knight, paladin, eliteMonk, royalStalker and whiteKnight are unit-type variables
 

N2o)

Retired.
Reaction score
51
Trigger:
  • str for attacks
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Damage source)) Equal to StrHeroesType
        • Then - Actions
          • Set strforattkattker = (Damage source)
          • Set strforattkattks[(Player number of (Owner of strforattkattker))] = (strforattkattks[(Player number of (Owner of (Damage source)))] + 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • strforattkattks[(Player number of (Owner of (Damage source)))] Equal to 25
            • Then - Actions
              • Hero - Modify Strength of strforattkattker: Add 1
              • Set strforattkattks[(Player number of (Owner of (Damage Source)))] = 0 &lt; Forgot this?
            • Else - Actions
        • Else - Actions
Check what i added
 

ironfist19

New Member
Reaction score
3
?!?!

How about this?? How did you do this?
Set strforattkattks[(Player number of (Owner of strforattkattker)] =(strforattkattks[(Player number of (Owner of (Damage source)))] + 1)
 

jackall

You can change this now in User CP.
Reaction score
37
EDIT: change the red value to strforattkattks like it is before the "="
 
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