Upkeep - Remove units

  • Thread starter Thread starter Lachris
  • Start date Start date
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Lachris

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Hi all i hope u could help me with a small problem... I'm makeing a map where u can buy an item that gives "Foodcap."+5 when a hero has it in his inventory.. then if he use the new cap. ex. buy new units...If he then losses the item it should kill/remove the new units he buys or just some random but NOT the HERO who do u make that? :S plz help..
 
i couldnt get ti so its an item, this is what i came up with:

Events:
Player - Player 1 (Red) types a chat message containing buyfood as An exact match
Conditions:
Actions:
Player - Add -40 to Player 1 (Red) Current lumber
Player - Add -170 to Player 1 (Red) Current gold
Player - Add 5 to Player 1 (Red) Food cap

it makes it so when sum1 types "buyfood" it will give you 5 food in exchange for 170 gold, and 40 lumber.
 
I could imagine a system based on "charged" items.
Your item could come with, for example, 5 charges.

Also, items and units can have a "custom value" (some number they carry around)


Could work like this:

1.
When you get an item, assign it a unique custom value.

2.
When you buy a unit, remove one charge from the first item of that type you find
with charges left.
Assign the custom value of the item to the new unit.

3.
When you lose that item, remove all units that have the same custom value as the item.



Can you have several Heroes?
Can they carry several items of that type?
Do all units have the same cost in food? Like 1, for example?
 
Hmm one more time with more detalils... You buy the item it gives u 5+ to foodcap. then the hero use the item this works fine in my trigger, and when he losses the item he loss -5 in foodcap. my problem is the new units the player have buyed still is there ex. u have 10/12 in foodcap, then the hero gets the item and get 10/17 in foodC. then he buy new units like ex. 15/17 then if he losses the item he have 15/12...Then a trigger should remove/kill 3 units so it give like 12/12.. The units there is killed/removed can be random or just the new he buys don't matter.... And yes alle the units has 1ind foodC. they can carry several items of that type and all players only have 1 hero...
 
Well, if you want "the new ones", you will have to go the custom value way...
(or something similar)
There's no way to tell when exactly a unit came into play, unless you remember it somehow.

If random is enough, well, something like this:
Code:
Food
    Events
        Player - Player 1 (Red)'s Food used becomes Greater than 0.00
    Conditions
        ((Triggering player) Food used) Greater than ((Triggering player) Food cap)
    Actions
        Unit - Kill (Random unit from (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to False)))

(If you need more players, add some more events)



Another way of going by "custom value" would be,
when you get a new unit, assign it some custom value,
add 1 to the global variable that holds the last assigned custom value,
and, when a unit dies, kill them off one by one, starting from the largest custom value.
 
Keep a "unit group" for every player on the map.
If you get a new unit, add it to the group.
If it dies, remove it.
If you lose an item, kill a random unit from that group.
 
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