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Staredit Network -> UMS Assistance -> Hp System, Magic Systems, Mana Systems, World Maps
Report, edit, etc...Posted by Sama- on 2004-08-04 at 14:37:47
I have made rpgs and maps before... but i am currently in the progress of planning and making another... im sure if i wanted to i could figure out how to do all of the above... but if you were to help me and tell me that would be great

mana is related to magic, so when u cast a magic spell it takes away part of the mana, but for the magic do you center the location on the guy with a loop so when magic is cast it just goes??

for an hp system, i was thinking everytime they leveled up they turned a switch(if thats right) and so once that switch was active when they went to the inn they got healed that much... if you could explain this in more detail for me thank you
Report, edit, etc...Posted by Surtur on 2004-08-04 at 15:05:24
HP System: Difficult... If only there was a trigger that could record "When unit is attacked"

Magic and Mana systems have been done.

World map: If you truly want to, use square terrain and create a map art for this.
Report, edit, etc...Posted by PacMaN on 2004-08-04 at 15:12:11
okay i think i have an idea for hp sytem...
First make a units health to how ever much u want it to be(better to be a big number in the 1000s) then wen ever they lvl set a switch and then they go to an inn an then you could do modify unit hits points to how ever much u want untill max life. Unless that was wat u were talking about.
Report, edit, etc...Posted by Sama- on 2004-08-04 at 22:34:37
that is what i was talking about, except i made it up on my own and wanted to make sure i was right.. which i guess it was... any easy way for a magic system, or must i labor through all the triggers?
Report, edit, etc...Posted by Oo.Kevjak.oO on 2004-08-04 at 23:09:13
I wouldn't use switches, unless it is party Exp.
I dont feel like explaining why but I would suggest like death countersor something
Report, edit, etc...Posted by Sama- on 2004-08-04 at 23:40:51
ur not makin sence and it would be switches for indiv ppl

example:

Players: Player 1
Conditions: Player 1 brings 1 'any unit' to 'heal'
Switch 1 is set
Action: Healing 15% of health

Players: Player 2
Conditions: Player 1 brings 1 'any unit' to 'heal'
Switch 7 is set
Action: Healing 15% of health

Players: Player 1
Conditions: Player 1 brings 1 'any unit' to 'heal'
Switch 2 is set
Action: Healing 30% of health

As you can see each individual person can have individual levels of their own... if there is a simpler way tell me, i thought this up on my own... i just hope its right
Report, edit, etc...Posted by iamandragon on 2004-08-05 at 01:16:42
You dont need to waste switches like that...save them for better purpose(unless you dont use switches in other aspects)

I've used a 'counter' system instead of the switch.
For ever time the player level up, give him a flag(or whatever unit that's useless), so when he's level 1 he gets 1 flag level 2 he gets 2 flags.

Now, on the most 'interesting' part:
You have to make triggers like the switches:

Condition:
Current player bring at least 1 'hero' to 'inn'
Current player commands exactly 1 flag
Action:
set health to 10%

Condition:
Current player bring at least 1 'hero' to 'inn'
Current player commands exactly 2 flag
Action:
set health to 20%

That's just an example
Report, edit, etc...Posted by Sama- on 2004-08-05 at 01:29:19
that is a good idea and i could place those alongside the spells...... although im not gonna need all the triggers for a rpg map.... although i will thinka bout what you have said, thank you
Report, edit, etc...Posted by Lo[S]eR on 2004-08-05 at 01:35:44
Death counters are also a good idea for HP and MP.

Condition:
Current Player bring at least 1 'hero' to 'inn'
Current Player has suffered exactly 1 death of 'flag'

Action:
Set unit HP to 10%

etc.. etc..

But Im starting to find iamandragon's counter to be easier. Do whatever is easy for you. Death counters will take up less room cuz if you keep creating more flags each level there will probly be at least 30 flags for each player.
Report, edit, etc...Posted by Sama- on 2004-08-05 at 01:37:58
im not getting you... i create a unit for my person and then kill him, hence adding another kill agianst my person??

because it cant be the number of ppl i kill, cause that ill always grow


actually i have come to realize that if i use an experience system on my map it can be done that way... based on the amount of leaderboard points... which will be very simple
Report, edit, etc...Posted by Lo[S]eR on 2004-08-05 at 01:45:10
You dont kill the hero, you kill the flag when you level up. Then create another flag in the same place and add a death.
Report, edit, etc...Posted by Stereo on 2004-08-05 at 01:47:06
You can set the number of deaths of a unit a player has had with triggers. You can also check the number of deaths they have. So, this makes a good way to keep track of numbers because you can give them deaths of an unused unit and then it won't mess up because they will never kill one.
Report, edit, etc...Posted by Sama- on 2004-08-05 at 01:47:59
i guess that could work.. althoughi like my experience way better... because i will have it deduct exp when u heal at an inn or die... so that way u can 'delevel'
Report, edit, etc...Posted by Daigotsu on 2004-08-05 at 02:03:12
One thing I hate about StarCraft for not putting in is conditions like getting attacked. or triggers that take a "set amount" of hp away instead of %.
Report, edit, etc...Posted by EzDay281 on 2004-08-05 at 02:12:37
There should also be conditions for
Player brings unit with properties to location
so you can have it instantly know whether the unit has X% HP, is invincible, cloaked, burrowed, etc...
Report, edit, etc...Posted by iamandragon on 2004-08-05 at 02:34:38
I dont undersand you Ez

The experience system is good too, just change "current player commands exactly X flags" to "current player accumulates X kills and razing".

I dont understand the death counter, though it sounds interesting. Antone explain deeper?
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