Triggering Items Help, VERY Complicated

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answerson

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1)Okay first off i want to be able to have you use items as spells
(i can do that) but say i have 5 charges on the item, when your done using it i would like it to give you a whole new item when you've used up that other item. the item must also be able to pick off the ground.

2) i just rembered that i want a turned based style fighting screen like in breath of fire 3, i was thinking you might need pause triggers, then un pause others, but i want it to be for the players units in a row(random order if possible) and have the creeps attack as well, so say when its a players turnt that he will have 5 seconds to to whatever he wants to, then his turn is up, but the creeps will also have this turn based movment, but it will also be kind of real time, casue you will mov eyour char to the enime to attack him... lol real-time turn based, you figure that one out, but help please if you could. and tell me if i left out any details
 

jimchu

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Hmmm lemme think. Thats pretty tough. As i said, im not a guru, so my advice is go to www.wc3clanffx.com and ask there. or alternatively, go to that site and pm the user thecorporal and ask him. Hes pretty friendly and has made triggers like the one you speak of. I am interested in how to do this as well, so if he tells you, please pm me.
 

SephirothX89

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im also very interested in how this could be done :)
 

answerson

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Okay, i'm not sure how to make it when you run out of zero charges, but you can make it where it changes items when you have 1 left... like this...

Event-
-Unit- A unit uses a item

Conditions-
(Charges remaining in(item being manipulated)) equal to 1
*item* equal to (Item-type of(item being manipulated))

Actions-
Item- Remove (item being manipulated)
Hero-Create *item*and give it to (hero manipulating item)

that should help, ask if any other questions and i'v posted the turn based map in another post, but ill put it here as well, its translated, well most of it.. some variables still are not.
 

Garthrs

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Turn based would have to be timed rounds

you would need a player variable array

use the pick every nuit belonging to Player X and pause unit
Then when the timer is up, the next player's units would be paused
 

jimchu

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good idea garth, you seem to know something about arrays, if you could explain those to me that would be great
 

answerson

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yea, i was reading a tutorial about arrays, i mean the basic idea of them is that they compact the trigger.. i mean you can have numurous units under 1 array... i just dont know very many details... and did you check out the map? cause i dont think he has it timmed.. i mean to a extent.. it is timmed with strings and when the last string is completed then he can attack... so its not the traditional timmer. but yea i'm gonna try to do it int he multi-board... and you all should find and DL Hero RPG if you havent.. i think it was darkone that made it.. and MY GOD... just makes me happy to see a battle system so well made, i wish he could share it and i can put my own twist to it.. but oh well, and its only a demo. but hte most anticipated game i belive (its 1 player)
 

answerson

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yea, well i have gone there(wc3 campaigns), and am slowly learning.. i dont see how a question is ridiclous... but its your opinion. And maybe i could of came across someone that knows how to explain the battle system if thats what you talking about, and the item thing is simple, i had a idea, but couldnt find the right wording for it, not that i know it its very simple... but if your saying the battle system is simple.. then your a genius cause that *&^% is hella crazy. So yes, in my opinion the battle system is "very complicated" if it isnt to you.. prove it( oh and by the way, i cant figure out how to get the items to dissapear, and make a new item when you have used your last charge, i can only do it when there is one left.. so why dont you help me with that if you are talking about the item thing
((Why the hell do i have to keep re-subscribing...))
 

SephirothX89

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Originally posted by answerson
Okay, i'm not sure how to make it when you run out of zero charges, but you can make it where it changes items when you have 1 left... like this...

Event-
-Unit- A unit uses a item

Conditions-
(Charges remaining in(item being manipulated)) equal to 1
*item* equal to (Item-type of(item being manipulated))

Actions-
Item- Remove (item being manipulated)
Hero-Create *item*and give it to (hero manipulating item)

that should help, ask if any other questions and i'v posted the turn based map in another post, but ill put it here as well, its translated, well most of it.. some variables still are not.
Originally posted by answerson
yea, well i have gone there(wc3 campaigns), and am slowly learning.. i dont see how a question is ridiclous... but its your opinion. And maybe i could of came across someone that knows how to explain the battle system if thats what you talking about, and the item thing is simple, i had a idea, but couldnt find the right wording for it, not that i know it its very simple... but if your saying the battle system is simple.. then your a genius cause that *&^% is hella crazy. So yes, in my opinion the battle system is "very complicated" if it isnt to you.. prove it( oh and by the way, i cant figure out how to get the items to dissapear, and make a new item when you have used your last charge, i can only do it when there is one left.. so why dont you help me with that if you are talking about the item thing
((Why the hell do i have to keep re-subscribing...))
For it not dissappearing... have you tried (charges remaining in (item being manipulated) equal to 0? thats the only thing i can see that might be wrong :)
 

answerson

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Thats the thing, i mean i havent tryied it... but when its at 0... would it be gone ( the item) first, or would the trigger run first?? lol thats why i was like.. hmm ill try it one day though

AND WHY DO I GOTA KEPP RE-SUBSCRIBING... OMFG i just subscribed today.. i'd be one thing if once a day.. but wtf... really getting anoying...
 

Garthrs

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Arrays are the best variable when you have several players/units doing similiar/same things. I am always trying to find a new way to use varible arrays..
Let me get back to you with a explaination... Gonna go type it up..
 

Garthrs

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Arrays as I see them...

Variable arrays as explained by an old confused map-maker

Variable – Everyone knows what a variable is…. An ever changing constant.

Array – The best way to describe this is use an anology:

When you have a number of different things/integers performing/completing a similar task/calculation… I know… Hear me out…

Imagine that you have ten units, all footman.
Within those ten you have one Captain.
The Captain is the Footman with the most kills.
Whenever a footman gets more kills than the Captain…
The killing footman becomes the Captain.

Variables would be a Unit Array Size 10 named Footman, Variable (non-array) Unit named Captain, and Integer Array Size 10 named Kills_for_footman. Also the creeps are Player 12…

Then you have basically created the following Variables
Footman 1
Footman 2
Footman 3
Footman 4
Footman 5
Footman 6
Footman 7
Footman 8
Footman 9
Footman 10

Kills_for_footman 1
Kills_for_footman 2
Kills_for_footman 3
Kills_for_footman 4
Kills_for_footman 5
Kills_for_footman 6
Kills_for_footman 7
Kills_for_footman 8
Kills_for_footman 9
Kills_for_footman 10

And

Captain


Now you can use these variables in stuff like:

Leaderboard
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Kills
Player Group - Pick every player in (All players) and do (Leaderboard - Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value Kills_for_Footman[(Player number of (Picked player))])
Leaderboard - Show (Last created leaderboard)

You could also use them to establish who the captain is:

Event
Unit Dies
Conditions
None
Action
Set Kills_for_footman(player number of owner of killing unit to kills_for_footman(player number of owner of killing unit) + 1
If
(Killing unit) Equal to Captain
Then
Do Nothing
Else (Actions)
If Kills_for_footman(Player number of owner of killing unit) Equal to Max (Kills 1 thru 10)
Then replace Killing unit with Knight and Replace Captain with footman
Set Captain as Killing unit


The sky is the limit...
 
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