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Staredit Network -> UMS Assistance -> other way to do mana regeneration
Report, edit, etc...Posted by Menehunes on 2004-11-06 at 19:53:33
ok is there a way to do a mana regeneration without using wait triggers?
Report, edit, etc...Posted by Tarh on 2004-11-06 at 20:28:47
The best way to get the same effect as using wait actions without actually using wait actions is to use death counters.

Of course, there are other ways to regenerate mana (not increasing at regular intervals), but I don't think that is what you are asking.

So basically, the best way is to have a trigger constantly increasing deaths for a unused unit, and another one to set the deaths back to 0 and add 1 gas (or whatever your mana is) for the player. Make sure you use hyper triggers, or just set your death counter interval to very low.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-06 at 20:33:39
Using hyper triggers, apprx 10 deaths are given per second if you use the very simple
Add 1 death blah blah blah
Preserve

Without hypers, apprx 1 death is given every second... I think...
Report, edit, etc...Posted by Screwed on 2004-11-06 at 21:15:47
QUOTE(LegacyWeapon)
Make it,
Condition: Death score for current player is exactly 0.
Actions:
Create blah blah blah (or any another action)
Set deaths of unused unit to set to X* for current player

and make another trigger,
Condition: Current player's death score of unused unit is at least 1.
Actions:
Set deaths of unused unit to subtract 1 for current player.

X should be 100*(number of seconds)
Only if you use hypertriggers. Otherwise it will be slow as hell.


Credit to LegacyWeapon for this information.
Adapt this to your need. In addition, you may want to make the death counters cycle constantly (which is shown in Legacy's first trigger).

However... for the first trigger on LegacyWeapons list, I recommend you do 'suffers 1 death of unused unit' instead of 'suffer 0 of unused unit' because the death of every unit in every game always start with 0 deaths.

With hypers, 12 deaths is deducted per second.
Without hypers, 1.5 deaths is dedected per second approx.

Always test to maker sure they run at the speed you want.
Report, edit, etc...Posted by Kow on 2004-11-06 at 21:25:32
So deaths w/o hypers occur at 1 every .75 seconds? (for those who might need this info)
Report, edit, etc...Posted by PearS on 2004-11-06 at 21:38:53
3 every two seconds is a cleaner way to think about it imho. Decimals ugh
Report, edit, etc...Posted by High on 2004-11-06 at 21:48:35
I did it with Custom Points over IRC, btu ti didnt start working untll i went into a shop or something
Report, edit, etc...Posted by Menehunes on 2004-11-06 at 22:30:20
ya i had it setup a way that looked right but did not work so i let high dl it and try
o and Screwed i did not fully understand what u said
Report, edit, etc...Posted by xtremebob on 2004-11-07 at 00:54:10
The way you can do this is a bit stupid because, it will set your mana to a specific amount and not just add to your original amount fo mana. So you would just always set there mana to 5%, 10%, 15%, ect. until you would hit, 100% hen your counter would restart. and set your mana back down to 5%, or whatever. But if you don't really care about this, the triggering is easy.

(Hyper Trigger it)
Trigger
Conditions:
¤ Always
Actions:
¤ Add 1 death of "Mana Counter"
¤ Preserve Trigger


Trigger
Conditions:
¤ Player X has suffered exactly X deaths of "mana counter"
Actions:
¤ Set player X unit X energy to X%
¤ Preserve Trigger


I hope this helps.
Report, edit, etc...Posted by Menehunes on 2004-11-07 at 01:17:56
i did not mean like the energy for units i mean like u know in some maps there are spells then a certain amount of mana is required to active it thats the type i mean
Report, edit, etc...Posted by High on 2004-11-07 at 03:42:10
Got ti working and sent over PM
Report, edit, etc...Posted by Menehunes on 2004-11-07 at 04:38:49
i got it and thanks
Report, edit, etc...Posted by xtremebob on 2004-11-07 at 14:43:45
Oh that my bad tongue.gif
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