Pardon my incredibly simple question

Rinpun

Ex TH Member
Reaction score
104
How to use Dialog boxes again? I want something that gives two choices, Evil and Good, so that you can switch to force 2 and be allied with Neutral Hostile against Neutral Passive.
 
Will this do?:

Code:
Dialog box create
    Events
        Time - Elapsed game time is 1.00 seconds
    Conditions
    Actions
        Dialog - Clear Dialog_for_Rinpun
        Dialog - Change the title of Dialog_for_Rinpun to Choose: Good or Evil
        Dialog - Create a dialog button for Dialog_for_Rinpun labelled Good
        Set Good_for_Rinpun = (Last created dialog Button)
        Dialog - Create a dialog button for Dialog_for_Rinpun labelled Evil
        Set Evil_for_Rinpun = (Last created dialog Button)
        Dialog - Show Dialog_for_Rinpun for Player 1 (Red)

Dialog_for_Rinpun is a variable of type Dialog, Good_for_Rinpun and Evil_for_Rinpun are variables of type dialog button. You can use this for the choosing.:

Code:
Dialog box choose
    Events
        Dialog - A dialog button is clicked for Dialog_for_Rinpun
    Conditions
    Actions
        If ((Clicked dialog button) Equal to Good_for_Rinpun) then do (Unit - Create 1 Super ninja good Rinpun for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing (270.0) degrees) else do (Do nothing)
        If ((Clicked dialog button) Equal to Evil_for_Rinpun) then do (Unit - Create 1 Super ninja evil Rinpun for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing (270.0) degrees) else do (Do nothing)

Is that what you were sort of looking for?

Thanks to AceHart for showing me this when I first started, AceHart rules;).
 
I will try. Unfortunately, I can't test it efficiently until someone wants to reach level 100 :D

By the way, is there any way to make players change forces? I'm looking for this, because it would be hecka awesome if possible, so that one could now oppose everyone not evil.

Because now I need to know how to make the player ally with those on the "Evil side" (Neutral Hostile and anyone else there) and make enemies with those on the "Good side". Choosing Good Side does nothing, as you start on the good side.
 
For testing, I suggest adding some sort of Testbug that you can useto level your hero, give them certain items, and the like. It's best for RPG's because alot of them let you be up to level 100 and further. You can also place a Wirt's leg on the ground for your hero to pick up, as it was made to be as a testing assistant for testing maps (I'm pretty sure about that). About the unlocked alliances, there is some action in the trigger editor which lets you unlock them. Once I find it, I'll get back to you.
 
So would this work?

Side Change
Events
Unit - A unit Gains a level
Conditions
(Hero level of (Triggering unit)) Equal to 100
Actions
Dialog - Clear HeroChoice
Dialog - Change the title of HeroChoice to Choose your Side
Dialog - Create a dialog button for HeroChoice labelled Choose Good
Set Good = (Last created dialog Button)
Dialog - Create a dialog button for HeroChoice labelled Choose Evil
Set Evil = (Last created dialog Button)
Dialog - Show HeroChoice for (Owner of (Triggering unit))

Side Change Choice
Events
Dialog - A dialog button is clicked for HeroChoice
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Evil
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: ((Name of (Triggering player)) + is now aligned with Evil!)
Set Alliance[(Player number of (Triggering player))] = 1
Player Group - Pick every player in (All players matching (Alliance[(Player number of (Picked player))] Equal to 0)) and do (Actions)
Loop - Actions
Player - Make (Triggering player) treat Neutral Hostile as an Ally
Player - Make Neutral Hostile treat (Triggering player) as an Ally
Player - Make (Triggering player) treat Neutral Passive as an Enemy
Player - Make Neutral Passive treat (Triggering player) as an Enemy
Player - Make (Triggering player) treat (Picked player) as an Enemy
Player - Make (Picked player) treat (Triggering player) as an Enemy
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Good
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: ((Name of (Triggering player)) + is now aligned with Good!)
Else - Actions

Of course, once the player is "Evil", he will be transported immediately to the center of the Evil HQ, but I haven't added that action in yet as I haven't made the HQ :D
 
your alliances actions are invalid. Once again, AceHart showed me this but owner of the leveling hero will treat nuetral hostile as an ally, but nuetral hostile will treat him as an enemy. Add another action for nuetral hostile saying nuetral hostile treats him as an ally. Also do the same thing for nuetral passive and the others but reating him as an enemy.
 
I changed it. Should it work now?
 
Yes it should work now. Why don't you just put a trigger in your map where if yout ype -100 it sets your level to 100 so you can test it?
 
I will :)

Well, expect me to delete my old VirtuaUnlimited topic and replace it with a Version 2, where the map is half done and now you can switch sides at level 100--but there won't be any evil to side with except yon bandits.
 
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