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Staredit Network -> UMS Assistance -> Healing
Report, edit, etc...Posted by JohnnyHazardous on 2004-12-20 at 17:35:02
Is there a way to make it so that when you go to a healing spot it also heal your status ailment? I think the only way is to use the medics restoration.
Report, edit, etc...Posted by LegacyWeapon on 2004-12-20 at 18:17:01
You can always use ShinRa_Soldier's method of detecting HP,
http://www.staredit.net/index.php?showtopic=7786
and then create a copy and give you the copy, otherwise I don't think there is a way.

Why not make an isolated area where you get a medic and your unit is there, it will only let you use restoration and the medic can't leave!

>This belongs in mapmaking assistance.
Report, edit, etc...Posted by High on 2004-12-20 at 19:15:04
Yeh i would make a healing area where you are given a medic that only has restoration and tell the player to restore himself
Report, edit, etc...Posted by PearS on 2004-12-20 at 21:10:13
Why not just create a new unit?
Report, edit, etc...Posted by chuiu on 2004-12-20 at 21:51:18
A while back I made my own system of healing and basically a potion was a medic that would heal exactly 100 hp (sometimes 101 tongue.gif but anyway). The medic would also have the ability to restore if they had an ailment like plague or snare. This system worked better than I could have ever wished. The only drawback was that movement was restricted and you couldn't cast restore if you wanted the full 100 hp heal.

If anyone wants to know how I did this or if there is no tutorial for this ask me and I will make one.
Report, edit, etc...Posted by PearS on 2004-12-20 at 21:58:01
I assume like it was done in the rpg Faith & Destiny
Report, edit, etc...Posted by High on 2004-12-21 at 03:06:09
Chu, im interested, care to share?
Report, edit, etc...Posted by chuiu on 2004-12-21 at 10:03:50
Ok, I'll create a tutorial on "Potions" and post it here and I'll talk to someone about getting in the tutorials database. Expect it some time today.
Report, edit, etc...Posted by AqoTrooper on 2004-12-21 at 10:21:53
QUOTE(Chu @ Dec 21 2004, 06:03 PM)
Ok, I'll create a tutorial on "Potions" and post it here...
[right][snapback]112977[/snapback][/right]

a tutorial? you can just create an invinsible unit owned by a neutral force with the same color as you, move your unit to the corner of the map where there's a medic waiting for it, and after the time it takes to heal [number] hp you replace the golem (neutral copy of your unit) with the real one.
that way you even have a side effect of 'drinking potion time' where you can't do anything wink.gif
I don't think it needs a tutorial...

but if you have a better way than I wanna hear!!!
Report, edit, etc...Posted by chuiu on 2004-12-21 at 11:59:58
There is an example map that goes with this tutorial. I suggest you read this and then download and view it. Try it out also.

Ok this whole idea started when I didn't want to make a stupid "healing location" where all players had to go to and then heal for free and get 100% life. No!, I said. I want RPG healing. I want POTIONS. So I made them. I setup a barracks where player could buy items to use later on. One of the items was a Medic/Potion. This is how I set up the triggers following so that the potion healed about 100 - 101 hp and could cure snare, etc. The first method is one that will allow the player to buy a potion and heal his hero immediately. The second method allows the player to buy the potion somewhere and simply move it to a location to heal his hero.

Now pay attention to this please. I made this trigger for a hyper trigger map. If you can understand the concept I have layed out here for a hyper trigger map im sure you can adapt it to a non-hyper trigger map. If you need explaination as to what a hyper trigger is or what it does you should refer to other tutorials found on the site or ask for assistance from someone who does. Please refer to my map to see how many hypers I used so you can understand why the custom wait score is 66.

Im doing this example on the basis that you are building a medic to use as a potion. First you need 1 location that is always on your Hero, it should be rather large so that the medic has no time to run out of it, same with the hero. I named this "HealZone" in my example map. Second you need a trigger that moves that location on the hero as long as he exists. This is pretty simple so I wont go into it.

For the first method you need an isolated building with a location extending all around it. This is so the player does not move his extra potions built out of the location and abuse it. In my example map, I named this location "Build then Heal". Now you need a trigger that will happen when a medic is built and when a potion is not currently being used. I prevent players from using more than 1 potion at a time because it complicates things. Even though you can easily make triggers that handle multiple medics, I choose not to. After all, you can only use 1 potion at a time in real RPGs. The trigger is as follows...

Conditions:

'Player' brings 'at least 1' 'Potion' to 'Build then Heal'.
'Player' 'Custom' score is 'exactly 0'.
Switch 'Heal Switch' is cleared.

Actions:

Set 'Heal Switch'.
Remove 1 'Potion' for 'Player' at 'Build then Heal'.
Modify score for 'Player': 'Set to 66 Custom'.
Create 1 'Potion' at 'HealZone' for 'Player'. Apply Properties. (invincy, mainly)
Display Msg if desired.
Play Snd if desired.
Preserve trigger.

Now scroll down to read the final triggers used in this. Or just continue reading on, the second method uses them too.

The second method needs a place to build and a place to move the potion to. I called the location "Heal at Anytime After Building". Your trigger should be exactly like the one above with one exception. Under conditions, following condition:

'Player' brings 'at least 1' 'Potion' to 'Build then Heal'. Should look like:
'Player' brings 'at least 1' 'Potion' to 'Heal at Anytime After Building'.

Now both methods require the following two triggers. These are the core of the wait in hyper trigger mode. They simply subtract 1 from the custom score untill it reaches 0. This is how I got the 100 hp thing to work right.

Conditions:

Switch 'Heal Switch' is set.
'Player' 'Custom' score is 'at least 1'.

Actions:

Modify score for 'Player': 'Subtract 1 Custom'.
Preserve Trigger.

AND

Conditions:

Switch 'Heal Switch' is set.
'Player' 'Custom' score is 'exactly 0'.

Actions:
Clear 'Heal Switch'.
Remove 1 'Potion' for 'Player' at 'HealZone'.
Display Msg if desired.
Play Snd if desired.
Preserve trigger.

The reason I have a switch AND a counter is so that I can control the removing. I don't want the trigger running over and over again removing no medic when where is none. The switch just prevents that. If you have any questions just PM me, post here, etc.



Oh and I dont like the golem idea because your real guy wouldn't be losing hp during the healing process. I can think of a couple more reasons for not using it but I think the one I just stated was good enough. People who use my potions should be smart enough not to get into a situation where they can't heal while using a potion.
Report, edit, etc...Posted by LegacyWeapon on 2004-12-21 at 15:52:56
That's how I do it in MTA! Except I use waits instead closedeyes.gif

The health always varies between 2 numbers when you use that method.

I think it would be better to create more than 1 medic to make it go faster instead of increasing the time. Increasing the time may allow the player to control the medic for a certain amount of time.
Report, edit, etc...Posted by chuiu on 2004-12-21 at 16:41:02
That won't work. Only one medic controlled by the same player will heal at one time. And computer players will not heal allied humans with their medics.
Report, edit, etc...Posted by Commanda_Panda on 2004-12-30 at 09:36:02
I thought of using a medic as a potion a while ago..
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-30 at 10:59:26
QUOTE(Chu @ Dec 21 2004, 03:41 PM)
That won't work.  Only one medic controlled by the same player will heal at one time.  And computer players will not heal allied humans with their medics.
[right][snapback]113165[/snapback][/right]


Comp medics will heal human players if there in the same force as the humans and allied. (make them a nuetral player)

PS the exact amounts of waits for your hyper doesn't effect how 'fast' it is.
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