Ok , Im Working on an epic 6 part rpg , i wont give to much info because it might take another year or so to finish but it will be finished since i already have put about a year into it . Anyway , 2 of the 6 parts are rpg's and i decided i want a turn based combat system like in fate & destiny rpg and i've been trying to make those trigs for about a month now and i've tried over 50 ways of doing it without success , can anyone help me , pleaaaaase? id put you name in the special thanks list
ill help just tell me what u need and ill help.
If you can give me more information on what you want to do, without just naming another RPG i can help you more, as well as others. Thanks
okey dokey , in this theres a location that follows player 2's unit which is called party , if player 8 brings units to it , it teleports the ennemy to the battlefield and creates a battle menu dude for the good guys , they then chose to attack , run , use a spell and item or rest , then they use it with s-pecific timelimit with invinicibilty , then after the time limit , they lose invinc and ennemies get it then its there turn to attack for time limit with invinc , then good guys chose again , rinse repeat , but i cant get it to work , the cycle flugs and the options wont w ork etc... if anyone can figure out how to make those triggers PLEASE tell me.
well one thing u can do if u arent already...dont make triggers for forces..make for specific ppl..and second dont use invinciblty.put them in boxes.then once an obsever goes over that box its there turn,and a civ is made at the commands.
tried that , the problem is they all fight at once so the cycles would mix up and

the game up causing alot of trouble , and the thing i s , say someone attack , there untis are teleported to battle field fro mthe storing area and there invinc , wait say 20 seconds of that then evil gts 20 seconds with invinc , same thing with spells but special units and such so i dont get how the obs thingy works , if you wanna try to decript it i have an unlockled V. of f&d rpg , ive already tried but there are about 500 triggers in it so i got lost lol

Before Yoshi comes here to explain in full detail, l will explain how it works.
When you touch and enemy, there a switch. You will have 1 switch called 'Battle Set' or whatever. That switch is set in actions. When that switch is set, you send all the units into a choosing area, where you choose your spell or attack. The moment this switch is set, you create a timer for the team to attack.
When you attack, you simply send the unit to the arena [Invincible] and you attack. Same with the spells. When the timer has finished, you send all units from team, regardless of them choosing or fighting into the arena vincible. The enemy [Now invincible] will attack your team until time is up. Then, you go back to step 1 [Humans fight again] with another timer set until they lose, or the enemy losses. Either way, when you finish the battle, you clear the battle switch.
Maybe also have blocks around them to keep them from running away trying to envade the attack.
Lmao , that i knew but easier said then done , i tried this making a seperate trigger for the cycle only
and i tried trigger set for all in 1 peice
also tried doing it with actions as cycle
thing is i can get the cycle to work well and fuse with the "chosing" part so if any1 wants to help and has an aim or msn messenger , it would be best because i need alot of help
I feel like this is one of those things, where if i intend to help you i would have to write the intire system out. Im sure i could do it if i tried. If you wish go ahead and AIM me @ neal64
Yah telling me the hole system wud be nice

tried to get u on aim but u werent on or didint add me

, plz add melkor191 thx man
He wasn't on then, since normally he would reply to you almost instantly. He is a busy chap!
heh got ne ideas when he be bak o aimz0r?
i keep playing f&d and it mocks me lol
Can you give me an attachment of this f&d?
oh its not too important which, its hard to tell, just try unlocked so i can see its triggers, and compare to how it works in game play.
Ok im tired of looking over this (it's late). I wrote half of this then returned to it 4 hours later. And there are alot of aspects so I expect something will go wrong I haven't tested this.
Anyways here it is<hr>
Force 1
Con:
-Player 8 brings at least one unit to “hero”
-Switch “battle” is clear
Actions:
-Display text, centerscreen, wav.
-Create 1 Civ for current player @ ‘menu area’
-Set Countdown timer to 20 seconds
-wait 0
-Move all unit owned by player 8 at ‘hero’ to ‘out zone’
-Set Switch Battle
-Preserve Trigger
Force 1
Con:
-Current player brings at least civ to Choice 1
-Count Down timer is at least 1 second
Actions:
-Set deaths for “option” owned by current player to 1
-Preserve Trigger
[[Each option will set the death counter to a different value, The The player can change there mind with this trigger.]]
Force1
Con:
-Switch Battle is set
-Round is clear.
-Count down timmer is at most 0 seconds
-Force 1 brings at least one civ to ‘menu area’
Actions:
-Remove all Civ for current player at ‘menu area’
-wait 0
-Set Switch ‘round’
-set countdownt timmer to 20 seconds
-Preserve Trigger
Force 1
Con:
-Round is set
-Turn is set
-player 8 brings at least 1 men to location ‘battle feild’
-countdown timer is at most 0 seconds
Actions:
-Create 1 Civ for current player @ ‘menu area’
-Set Countdown timer to 20 seconds
-wait 0
-Clear Switch Turn
-Clear Switch Round
-Preserve Trigger
Force 1
Con:
-Current player suffers exactly 1 death of “option” (1 death represents attack)
-Switch Turn is clear
-Switch round is set
Actions:
-Move all men at ‘out battle’ to ‘battle field’ for current player
-set deaths of ‘option’ for current player to 0
-preserve trigger
[[you would need a trigger like this for each option you choice. Spells, Items, Attack, whatever]]
Player 8 (comp)
Con:
-Current player brings at least 1 zergling to ‘out zone’
Actions:
-Create 3 Zerglings for current player @ ‘battle field’
-enable invincablity for all men owned by current player at ‘battle field’
-Remove all zergling at “out zone’ for current player
-Preserve Trigger
[[a different trigger would be needed for every type of unit to replace each unit]]
Player 8
Con:
-Switch round is set
-Switch ‘turn’ is clear (humans attack)
Actions:
-disable invincablity for all men owned by player 8 at battle field
-enable invincablty for all men owned by force 1 at ‘out battle’
-preserve trigger
Player 8
Con:
-Switch round is set
-Switch ‘turn’ is set (Computer attacks)
Actions:
-enable invincablity for all men owned by player 8 at battle field
-disable invincablty for all men owned by force 1 at ‘out battle’
-Move all men owned by ‘force 1’ at ‘out battle’ to ‘battle field’
-preserve trigger
Player 8
Con:
-Round is set
-Turn is clear
-player 8 brings at least 1 men to location ‘battle feild’
-countdown timer is at most 0 seconds
Actions:
-Set Switch ‘Turn’
-Set deaths for “Option” owned by force 1 to 0
-Preserve Trigger
Player 8
Con:
-Player 8 brings exactly 0 men to location 'battle feild'
-Battle is set
Acitons:
-Clear switch Battle
-Clear switch round
-Clear switch turn
-Move all men owned by force 1 at 'battle feild' to 'out battle'
-Preserve trigger
<hr>
Notes:
-Switch "Battle": Prevents units walking around on the main feild from passing over the hero location and setting off another battle.
-Switch "round": indicates when a battle is in progress
-Switch "turn": A toggled switch when it is clear it is humans turn when it is set it is computers turn.
-Deaths "Option": A varable that controls what the player wants to do during his turn.
-The triggers are not exactly arranged in logical order. But there in the order that they should appear in the editor. I grouped them with Force 1 then Player 8 so I could reveiw them as the game will read them.
Hope this helps (tell me what went wrong)
Hey melkor191 I got your map working now. I had to change a few things from the way the triggers are above. And i deleted your gas triggers. I would attach it but i don't know if your paranoid about that or not.