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Staredit Network -> UMS Assistance -> Potion Mixing
Report, edit, etc...Posted by l)ark_13 on 2004-11-24 at 23:53:23
Sorry I made two topics but this one is completely differen't.
In my RPG I want the player to be able to make their own potions. They would do this by mixing different combinations of ingredients to make the different potions. The theory itself is quite simple: Player buys/finds ingredients, they are put in seperate spots, and when they think they can create a potion with their combination they move a guy to a place called 'mix'. This is hardly the case.

There are four ingredients and four spots for the ingredients, thus, 16 combinations. But once you make the first trigger:
Trigger
Description:
Ingredient 1
Players:
¤ players who are mixing potions
Conditions:
¤ current player brings at least 1 marine to location 'buy ingredient 1'
¤ current player accumulates 5 minerals
¤ current player brings exactly 0 Ingredient 1 to location 'ingredient 1'
Actions:
¤ move 1 Ingredient 1 from 'item pool' to 'ingredient 1'
¤ subtract 5 minerals from current player
¤ preserve trigger


it becomes repetative. this is the second trigger:
Trigger
Description:
Ingredient 2
Players:
¤ same players
Conditions:
¤ same condtions, but you add one extra:
¤ current player brings at least 1 any unit (any unit because the four different trypes of ingredients) to location 'ingredient 1'
Actions:
¤ all the same actions but you change the move 1 Ingredient 1 from location 'item pool' to ['ingredient 1'] to ['ingredient 2']



you do the same thing to Ingredient 3 and 4 but you add on that one condition so that the ingredient doesn't move to the same location as another one is in. but this method doesn't work lol. could someone help me think of a new method and maybe write a tutorial on how to do it? that would be really really cool! cool1.gif
Report, edit, etc...Posted by Urmom(U) on 2004-11-25 at 00:00:33
another method would be to use death counters and do the combinations and then subtract the death counters when you use the ingredient. when you picked up an ingredient add a death counter. not too difficult
Report, edit, etc...Posted by l)ark_13 on 2004-11-25 at 00:20:13
I can do that for when I'm mixing my ingredients (thank you that will really help tongue.gif) but I need to know how to place them in specific spots. I will make a small stupid picture of what it kind of looks like.

xxxxxxxxx xxxxxxxxx
x A1 x C1x x A3 x C3x
xxxxxxxxx xxxxxxxxx
x B1 x D1x x B3 x D3x
xxxxxxxxx xxxxxxxxx
'MIX BUTTON'
xxxxxxxxx xxxxxxxxx
x A2 x C2x x A4 x C4x
xxxxxxxxx xxxxxxxxx
x B2 x D2x x B4 x D4x
xxxxxxxxx xxxxxxxxx

Okay. So I want to make some triggers that put an ingredient at A1, A2, A3, and A4 but without moving an ingredient over an exsisting one (ie. A1 has ingrenient and trigger moves another over A1 and yes it does do that). So I buy/find an ingredient and it moves to A1. Then I find another (the same or different) and it moves to A2. And so on until I have all four slots filled. (A1-4. B, C, and D are player 2-4).
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-25 at 02:51:50
U could just do it like they do it in Golems and like the rest of the mappers that make those fake ass golemz maps copy and paste.
Report, edit, etc...Posted by l)ark_13 on 2004-11-25 at 09:54:33
i guess. but its not as fun tongue.gif. i dont want it so you buy a unit that picks the combination, i want you to buy a unit that is the ingredient.
Report, edit, etc...Posted by Urmom(U) on 2004-11-25 at 12:01:58
ok you could have a pretty big area for the mixing(about 6x6 square tiles. then have a location the same size covering the area. then have a dropship system and when u drop a specific ingredient itll move what ingredients you have to the 6x6 area. also in the dropship, make a unit that when you drop it itll mix the iingredients in the 6x6 area.
Report, edit, etc...Posted by BeeR_KeG on 2004-11-25 at 12:08:11
Urmom the problem with that is that dropships can only carry up to 8 units.
It would be much betetr if you had an area that the ingredients were sent to(like civilians) and then have them go to a beacon of some sor to mix,

In this situation the beacon system would be much better.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-25 at 12:29:16
QUOTE(l)ark_13 @ Nov 24 2004, 11:20 PM)
I can do that for when I'm mixing my ingredients (thank you that will really help tongue.gif) but I need to know how to place them in specific spots.  I will make a small stupid picture of what it kind of looks like.

xxxxxxxxx    xxxxxxxxx
x A1 x C1x    x A3 x C3x
xxxxxxxxx    xxxxxxxxx
x B1 x D1x    x B3 x D3x
xxxxxxxxx    xxxxxxxxx
        'MIX BUTTON'
xxxxxxxxx    xxxxxxxxx
x A2 x C2x    x A4 x C4x
xxxxxxxxx    xxxxxxxxx
x B2 x D2x    x B4 x D4x
xxxxxxxxx    xxxxxxxxx

Okay.  So I want to make some triggers that put an ingredient at A1, A2, A3, and A4 but without moving an ingredient over an exsisting one (ie. A1 has ingrenient and trigger moves another over A1 and yes it does do that).  So I buy/find an ingredient and it moves to A1.  Then I find another (the same or different) and it moves to A2.  And so on until I have all four slots filled.  (A1-4.  B, C, and D are player 2-4).
[right][snapback]103201[/snapback][/right]


Heres an easy way to do it, When you buy your ingrenients move them to the last slot. Then make a series of triggers to move them up to the emptly slot infront of the.



Trigger
Conditions:
¤ Current player brings at least one ingrediant to A4
¤ Current player brings exactly 0 ingrediant to A3
Actions:
¤ Move all ingrediantfor current player at A4 to A3
¤ Preserve Trigger


Then you would make a trigger to move them from A3 > A2 and so on. In your trigger window it would be in this order.
'Move A4 to A3'
'Move A3 to A2'
'Move A2 to A1'

So you just create all your ingreants at A4 (if there are none there already) and those 3 triggers will move them into the proper place.


ADDITION:
QUOTE(l)ark_13 @ Nov 24 2004, 11:20 PM)
I can do that for when I'm mixing my ingredients (thank you that will really help tongue.gif) but I need to know how to place them in specific spots.  I will make a small stupid picture of what it kind of looks like.

xxxxxxxxx    xxxxxxxxx
x A1 x C1x    x A3 x C3x
xxxxxxxxx    xxxxxxxxx
x B1 x D1x    x B3 x D3x
xxxxxxxxx    xxxxxxxxx
        'MIX BUTTON'
xxxxxxxxx    xxxxxxxxx
x A2 x C2x    x A4 x C4x
xxxxxxxxx    xxxxxxxxx
x B2 x D2x    x B4 x D4x
xxxxxxxxx    xxxxxxxxx

Okay.  So I want to make some triggers that put an ingredient at A1, A2, A3, and A4 but without moving an ingredient over an exsisting one (ie. A1 has ingrenient and trigger moves another over A1 and yes it does do that).  So I buy/find an ingredient and it moves to A1.  Then I find another (the same or different) and it moves to A2.  And so on until I have all four slots filled.  (A1-4.  B, C, and D are player 2-4).
[right][snapback]103201[/snapback][/right]


Heres an easy way to do it, When you buy your ingrenients move them to the last slot, instead of the first. Then make a series of triggers to move them up to the emptly slot infront of the slot there in..

Trigger
Conditions:
¤ Current player brings at least one ingrediant to A4
¤ Current player brings exactly 0 ingrediant to A3
Actions:
¤ Move all ingrediantfor current player at A4 to A3
¤ Preserve Trigger


Then you would make a trigger to move them from A3 > A2 and so on. In your trigger window it would be in this order.
'Move A4 to A3'
'Move A3 to A2'
'Move A2 to A1'

So you just create all your ingreants at A4 (if there are none there already) and those 3 triggers will move them into the proper place.
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