Problems with stats

  • Thread starter Thread starter Rikkator
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Rikkator

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Hi!

ive tried to make a trigger which causes a dialog with buttons to appear each time a hero levels, and lets him pick 4 stats... however i cant seem to get it work, does anyone know any good stat systems/can tip me on how to make one(that will work on multiplayer[without -save/-load])

thanks in advance!
 
dialog works fine... u can post ur dialog code and i might tell you whats wrong
 
Well, its was very bad and i deleted it^^ but ill tell you what i did:o

in the event i did "unit-level up"
at the conditions i made 12 checks, each for each playable player(i couldn't find any "user" checks:/)

and in the actions i made the dialog, the buttons, and an if/then/else for each button (strength/agility etc)

its about there where i seriously didn't know what i was doing :P
How can i make them choose 5 stats? how can i make it work for more than 1 hero at the same time? >_<
 
Ive tried adding his "Rpg Engine" (weaaddar's) before, the one with the awesome invetory slots and stuff before, but it wont work out good...

ive also tried to base my map on his maps, but after a few slight changes(nothing to do with his script) the map won't work...

so i gave up:/....


If you have MSN messanger and can help explain it to me there that would be great:P

but no one has time for it:/...
 
help

I dont really understand what you mean but maybe you can make it that when he levels he gets like a item that allows you to pick stats. I dont know how do this but I kind of seen this in DBZ trubute when you get 7 dragon balls you get this item and you can wish for stats or revive.
 
That would be tomes, which isn't what im looking for

im looking for a stat system like lets say... in diablo; you get to pick what stats your hero has each time you level


also as for Weeaddar's engine, ive tried it yesterday, it didn't work:(
i really loved it, but it doesn't want to work for me:/
 
You can try these. There are a bunch of variables here; all should use their default values (arrays should be of size 12). Also, the Hero variable should be set up to point to the Heroes of each player.
Code:
Dialog Initialization
    Events
        Map initialization
    Conditions
    Actions
        Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
            Loop - Actions
                Set TempPlayerNumber = (Player number of (Picked player))
                Trigger - Add to Esc Key Pressed <gen> the event (Player - (Picked player) skips a cinematic sequence)
                Trigger - Add to Attribute Button Click <gen> the event (Dialog - A dialog button is clicked for HeroAttributeDialog[TempPlayerNumber])
                Dialog - Create a dialog button for HeroAttributeDialog[TempPlayerNumber] labelled Strength
                Set HeroStrengthButton[TempPlayerNumber] = (Last created dialog Button)
                Dialog - Create a dialog button for HeroAttributeDialog[TempPlayerNumber] labelled Agility
                Set HeroAgilityButton[TempPlayerNumber] = (Last created dialog Button)
                Dialog - Create a dialog button for HeroAttributeDialog[TempPlayerNumber] labelled Intelligence
                Set HeroIntelligenceButton[TempPlayerNumber] = (Last created dialog Button)
                Dialog - Create a dialog button for HeroAttributeDialog[TempPlayerNumber] labelled Cancel
Code:
Hero Level Up
    Events
        Unit - A unit Gains a level
    Conditions
        ((Owner of (Leveling Hero)) controller) Equal to User
        ((Owner of (Leveling Hero)) slot status) Equal to Is playing
    Actions
        Set TempPlayer = (Owner of (Leveling Hero))
        Set TempPlayerNumber = (Player number of TempPlayer)
        Set HeroAttributePoints[TempPlayerNumber] = (HeroAttributePoints[TempPlayerNumber] + 4)
        Trigger - Run Select Attributes <gen> (checking conditions)
Code:
Esc Key Pressed
    Events
    Conditions
    Actions
        Set TempPlayer = (Triggering player)
        Set TempPlayerNumber = (Player number of TempPlayer)
        Trigger - Run Select Attributes <gen> (checking conditions)
Code:
Select Attributes
    Events
    Conditions
        HeroAttributePoints[TempPlayerNumber] Greater than 0
    Actions
        Dialog - Change the title of HeroAttributeDialog[TempPlayerNumber] to (Attribute Points:  + (String(HeroAttributePoints[TempPlayerNumber])))
        Dialog - Show HeroAttributeDialog[TempPlayerNumber] for TempPlayer
Code:
Attribute Button Click
    Events
    Conditions
    Actions
        Set TempPlayer = (Triggering player)
        Set TempPlayerNumber = (Player number of TempPlayer)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to HeroStrengthButton[TempPlayerNumber]
            Then - Actions
                Hero - Modify Strength of Hero[TempPlayerNumber]: Add 1
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Clicked dialog button) Equal to HeroAgilityButton[TempPlayerNumber]
                    Then - Actions
                        Hero - Modify Agility of Hero[TempPlayerNumber]: Add 1
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Clicked dialog button) Equal to HeroIntelligenceButton[TempPlayerNumber]
                            Then - Actions
                                Hero - Modify Intelligence of Hero[TempPlayerNumber]: Add 1
                            Else - Actions
                                Skip remaining actions
        Set HeroAttributePoints[TempPlayerNumber] = (HeroAttributePoints[TempPlayerNumber] - 1)
        Trigger - Run Select Attributes <gen> (checking conditions)
 
First off, thanks a bunch:)

second, i seem to get everything done other than "HeroAttributePoints[TempPlayerNumber]"

How do i create it? i can't seem to understand how to add the [TempPlayerNumber] part >_<
 
Thanks! gonna go test it now!

Edit:Well, ive tested it and ive found a bug:P

the buttons won't appear:(

also, is there anyway to stop the game from pausing when it dialog appears?(or is it like that only because im on single player?)

Edit2: Well, i know now why they won't appear!
its because nothing called Dialog Initialization which held the button info:|...
i added a line somewhere and now it works fine, other than the fact it pauses the game>_<

Just so you know what i did:
I added this line
Trigger - Run Dialog Initialization <gen> (checking conditions)
at select attributes

and this(so it wont add new buttons every time you pick a stat)
Dialog - Clear HeroAttributeDialog[TempPlayerNumber]
at the attribute button click


Also, i just found out i didnt understand what to do with the hero variable^^... how do i set it?

Edit 3!: Omg, it works! it works! haha! it workssssssss!:D
i added this line
Set Hero[TempPlayerNumber] = (Leveling Hero)
to Hero Level Up and it works fine now! (other than that annoying pause:( )

will it work fine on multiplayer? >_<
 
I made a very simple one the other day.

I just used a spellbook, and made some abilities based on the tomes' abilities, Add Strength , Add Agility , Add Intelligence.

Just added tooltips and icons.

Gave the 3 spells to the spellbook.

Whenever I needed to make the player increase attributes I added the spellbook ability to the hero.

I removed the spellbook ability from the hero once it didn't have attribute points.
 
Oh, ive done that before, but found out that i need the extra spell slots too much:/...
 
I have all the passive spells and extra active abilityies on a spellbook, and the main abilities (just 4) on the main command card
 
>_< I rather have them there for quick use, plus this system works great:D

well, sofar^^ haven't had the chance to check it on multiplayer, but no reason why it shouldn't work...


:O... I actually feel ive advanced in triggering just from reading and fixing those small problems:O... thanks Heptameron!
 
It should work fine in multiplayer.

I'm not sure why Dialog - Clear is needed, to be honest. I only create buttons once... albeit for each player. What am I missing, anyone know?
 
Well, since the buttons did not appear I had to call for dialog Dialog Initialization, so i called it on Select Attributes which is used each time the hero picks a stat, so to avoid creating extra buttons each time he picks a stat i added the clear:P... i also removed cancel because it did the same thing, and it wasn't really needed^^
 
> I'm not sure why Dialog - Clear is needed, to be honest. I only create buttons once... albeit for each player. What am I missing, anyone know?

You're missing that you don't know what his set of triggers looks like... :)

If you're adding buttons every time you need it, then, yes, a clear is definitely required.
If, on the other hand, you only ever define a dialog once... and it's faster too.


As for pausing the game, that only happens in single player.
 
Rikkator said:
Well, since the buttons did not appear I had to call for dialog Dialog Initialization, so i called it on Select Attributes which is used each time the hero picks a stat, so to avoid creating extra buttons each time he picks a stat i added the clear:P... i also removed cancel because it did the same thing, and it wasn't really needed^^
Yeah, stupid me. Remove the call and the Clear action, and just add "Map initialization" to the events for Dialog Initialization.
 
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