Staredit Network

Staredit Network -> UMS Production -> Monopoly
Report, edit, etc...Posted by DevliN on 2005-03-10 at 21:18:12
Okay so now we're asking for help. I started the property triggers for Mediterranean Avenue alone and came across a huge issue. My previous property list...
QUOTE
- Purchase Property
- Purchase House(s)
- Purchase Hotel
- Property Rent
- Property Rent (All Properties, and no houses)
- Property Rent (1 House)
- Property Rent (2 Houses)
- Property Rent (3 Houses)
- Property Rent (4 Houses)
- Property Rent (Hotel)
- Auction Property
- Trade Property (The decision to trade it, not the actually trading process)
- Sell Property (Back to the bank)
- Property Info
- Display Property Price

is now this:
- Purchase Property
- Purchase House(s)/Hotel
- Property Rent for Player 1 (Only location in set owned)
- Property Rent for Player 1 (All Properties, and no houses)
- Property Rent for Player 1 (1 House)
- Property Rent for Player 1 (2 Houses)
- Property Rent for Player 1 (3 Houses)
- Property Rent for Player 1 (4 Houses)
- Property Rent for Player 1 (Hotel)
- Property Rent for Player 2 (Only location in set owned)
- Property Rent for Player 2 (All Properties, and no houses)
- Property Rent for Player 2 (1 House)
- Property Rent for Player 2 (2 Houses)
- Property Rent for Player 2 (3 Houses)
- Property Rent for Player 2 (4 Houses)
- Property Rent for Player 2 (Hotel)
- Property Rent for Player 3 (Only location in set owned)
- Property Rent for Player 3 (All Properties, and no houses)
- Property Rent for Player 3 (1 House)
- Property Rent for Player 3 (2 Houses)
- Property Rent for Player 3 (3 Houses)
- Property Rent for Player 3 (4 Houses)
- Property Rent for Player 3 (Hotel)
- Property Rent for Player 4 (Only location in set owned)
- Property Rent for Player 4 (All Properties, and no houses)
- Property Rent for Player 4 (1 House)
- Property Rent for Player 4 (2 Houses)
- Property Rent for Player 4 (3 Houses)
- Property Rent for Player 4 (4 Houses)
- Property Rent for Player 4 (Hotel)
- Property Rent for Player 5 (Only location in set owned)
- Property Rent for Player 5 (All Properties, and no houses)
- Property Rent for Player 5 (1 House)
- Property Rent for Player 5 (2 Houses)
- Property Rent for Player 5 (3 Houses)
- Property Rent for Player 5 (4 Houses)
- Property Rent for Player 5 (Hotel)
- Property Rent for Player 6 (Only location in set owned)
- Property Rent for Player 6 (All Properties, and no houses)
- Property Rent for Player 6 (1 House)
- Property Rent for Player 6 (2 Houses)
- Property Rent for Player 6 (3 Houses)
- Property Rent for Player 6 (4 Houses)
- Property Rent for Player 6 (Hotel)
- Auction Property
- Trade Property (The decision to trade it, not the actually trading process)
- Sell Property (Back to the bank)
- Property Info
- Display Property Price

Now, does anyone have any suggestion on how to condense all the rent triggers? And please in a nice way, not in a "OMG U GUYS SUCK" way.
Report, edit, etc...Posted by HeRtZ on 2005-03-10 at 21:23:52
ooh this looks really fun. I love monopoly. But how are you going to make the role system? will you use the units as the dice number ? lol this i cant wait biggrin.gif
Report, edit, etc...Posted by Rantent on 2005-03-10 at 21:44:06
Trading land would be pretty hard to do. I could see one for one trading would be simple to make, but then what about 2 for one? Unless you had a different unit or something for each tradable item, so each person could do some sort of Diablo 2 trade system. Either way it uses up a lot of something. ermm.gif
Report, edit, etc...Posted by DevliN on 2005-03-10 at 22:14:34
QUOTE
Trading land would be pretty hard to do. I could see one for one trading would be simple to make, but then what about 2 for one? Unless you had a different unit or something for each tradable item, so each person could do some sort of Diablo 2 trade system. Either way it uses up a lot of something

I did it in such a way that you can trade however many you want with only 5 triggers.
Report, edit, etc...Posted by FaZ- on 2005-03-10 at 22:20:14
QUOTE(HeRtZ @ Mar 10 2005, 09:23 PM)
ooh this looks really fun. I love monopoly. But how are you going to make the role system? will you use the units as the dice number ? lol this i cant wait biggrin.gif
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^ Spam. Try reading the topic fool.

----------------OFF TOPIC/ON TOPIC LINE---------------

QUOTE(D_Scypher)
Actually I think flying units are out of the question. When you own a property, you'll be given a unit (that you can control, in technical terms) that counts as a token plus you'll be able to use that unit to view its property info or buy a house on it any time. If we had flying units we'd have to make a bunch of no-flying zones around all the player spaces which would cost more locations and triggers than we want to work on.


Or you could make all units on the inside of the square board, and make one "inside board" location and preserve a hypered run ai script order all units to stop. that way they cant move at all.

Devlin it would really help if I could see the triggers, but I can't understand why you can't simply just make it with checkboxes player 1-6 checked, and then just use current player.

Curent player controls exactly 0 house at location meditteranean ave.
Set deaths of unused unit to 2.
Preserve trig.

Thats how I would do it anyway, and then using exact values make the death counter = to that, and then as a finalize trigger subtract deaths from it using powers of two and add to other player. Like:

Player 1 has atleast 1 mineral
Player 2 owes player 1 is set. (set when player landed on a property where p1 owns atleast 1 building)
Subtract 1 mineral for p2
Add 1 mineral for p1
Preserve

Player 1 has atleast 2 mineral
Player 2 owes player 1 is set.
Actions: subtract 2 mineral for p2
add 2 minerals for p1.
Preserve

Player 1 has atleast 4 mineral
Player 2 owes player 1 is set.
Actions: subtract 4 mineral for p2
add 4 minerals for p1.
Preserve

etc.

... up to 128 or 256. (or 2048 if you are picky) then hyper trigger that and it will run fine.

This way you could just have simple triggers dependant upon the amount of houses/hotels owned. But then again, I can't see your system so this may be the same or more difficult. That is just how I would do it though. It is still a ton of triggers. 24*whatever you have to be exact.
Report, edit, etc...Posted by D_Scypher on 2005-03-10 at 22:23:31
QUOTE(FaZ- @ Mar 10 2005, 07:20 PM)
Or you could make all units on the inside of the square board, and make one "inside board" location and preserve a hypered run ai script order all units to stop. that way they cant move at all.

We really do need them to move, though. If you own the Boardwalk property, you'll have a unit called Boardwalk. By taking that unit to various beacons you'll be able to check how much rent or houses cost on that property or other things, when it isn't your turn.


Whoa, page 5 already. And I've just happened to get the first post for the last three pages too. smile.gif
Report, edit, etc...Posted by Red2Blue on 2005-03-10 at 22:26:03
Interesting.
A Monopoly map,

Well, I may be that dark cloud hanging over this production... but.

How fun will this be?

I mean I know you guys are great map makers, and time will be spent making this...

Having said that lets look at the reasons why Monopoly hasn't grazed the face of SC.



"Whats the point of playing Monopoly on SC when you can play it in real life?"
"How much action will this have?"


(I know I know, you want to play your friends in another state or not next to you.)


Will this monopoly game have any other modifications to the game? New rules? Being able to set rules and regulations?

How about features? How quickly will this run?


Good Luck.
Report, edit, etc...Posted by DevliN on 2005-03-10 at 22:42:20
QUOTE
Or you could make all units on the inside of the square board, and make one "inside board" location and preserve a hypered run ai script order all units to stop. that way they cant move at all.

The issue with this is that you use the property units to select if you want to buy a house on that property or not. And same for auction, trade, or sell.

QUOTE
Devlin it would really help if I could see the triggers, but I can't understand why you can't simply just make it with checkboxes player 1-6 checked, and then just use current player.

Because if you have a player land on a property owned by another player, you can't have it say "Remove 2 Ore from Current Player" and "Add 2 Ore for Player Who Owns the property." I need 1 trigger for the rent on that property depending on who owns it. The idea is that if a player lands on a property owned by player 2, that player owes player 2 rent money. So my dilemma is that I don't quite know (in a condensed set of triggers) how to make the trigger add ore to a specific player without making one trigger per individual player.

QUOTE
Player 1 has atleast 2 mineral
Player 2 owes player 1 is set.
Actions: subtract 2 mineral for p2
add 2 minerals for p1.
Preserve

Yeah those will work, but if you think about it, you'll need one of those per house and per player. And that is what I'm trying to avoid.

R2B, we're mainly making this becasue we (and some friends) have been playing Monopoly in real life and just happend to be inspired. Both of us have a lot of free time and don't mind making such a time-consuuming project. And no matter what, we think it will be well accepted on Battle.net or SEN. Even if it isn't widely played in public games (like Metal Marines for example) we think it will be a nice addition to the various maps being played privately when two people get bored.
Report, edit, etc...Posted by LegacyWeapon on 2005-03-10 at 22:55:51
Keep a unit there for reference to who owns the lot.

Using that, create a trigger for each house, if current player brings at least one marker to lot X and foes brings at least one gamepiece to lot X, give minerals to current player. The next trigger would give away a house to an unused player and give more minerals to the lot owner. Then at the bottom, reset all houses to correct owner.

The bringer has brought at least one gamepiece to lot X and foes brings at least one marker to lot X (you'll need to do these triggers first and manually count houses), subtract minerals.
Report, edit, etc...Posted by DevliN on 2005-03-10 at 23:22:13
QUOTE
Keep a unit there for reference to who owns the lot.

We do. Khalis Crystals.

QUOTE
Using that, create a trigger for each house, if current player brings at least one marker to lot X and foes brings at least one gamepiece to lot X, give minerals to current player.

What do you mean by create a trigger for each house? You mean have a trigger for when you decide to purchase one?

QUOTE
The next trigger would give away a house to an unused player and give more minerals to the lot owner. Then at the bottom, reset all houses to correct owner.

Not quite sure what this means. Why would we be giving away the houses to unused players? Or am I totally misunderstanding this...?
Report, edit, etc...Posted by LegacyWeapon on 2005-03-10 at 23:27:59
To count houses, instead of actually doing multiple triggers to count the houses, make a trigger that adds minerals to a player and then gives the houses to an unused player to count it. Make copies of this trigger. Then make a trigger that gives all the houses back. Make sure this trigger cannot run more than once each turn.

And you can do the same counting method with the subtraction of minerals.
Report, edit, etc...Posted by DevliN on 2005-03-10 at 23:30:56
Ah allright, I'm getting ya now. Thanks a bunch, this seems to be the most conveinant method so far.
Report, edit, etc...Posted by LegacyWeapon on 2005-03-10 at 23:32:37
This should reduce the number of DIFFERENT triggers to the number of lots you have. However, there will be many repeats of the same trigger.

Glad I could help, hope it works smile.gif

Good luck! I have never seen anyone actually get this far tongue.gif
Report, edit, etc...Posted by DevliN on 2005-03-10 at 23:43:20
Oh wait, how do I calculate when to double the rent with that method? Right now, my major issue is that I need a trigger to check to see that Player X owns all the properties in the set, and then have that subtract double the rent in ore. I don't know how to do this unless I say "Player 1 brings at least 1 Khalis Crystal to Baltic Avenue" and "Player 1 brings at least 1 Khalis Crystal to Mediterranean Avenue" and then have it subtract 4 ore rather than 2. If I said "Foes bring at least 1 Khalis Crystal to Baltic Avenue" and "Foes bring at least 1 Khalis Crystal to Mediterranean Avenue" it wont work because tht would mean tha Player 1 could own 1 lot and Player 2 could own the other and t would still charge the player double rent.

*DevliN cries, and then runs due to shame.

*DevliN beats the previous "/me" to death.
Report, edit, etc...Posted by D_Scypher on 2005-03-11 at 01:51:05
OMG PROBLEM!:

Okay so when we tested it, the dice don't work properly at all anymore, though they worked fine a little earlier. So what DevliN did was put in a death counter method which worked pretty well. But now when he makes the trigger also display the dice, it doesn't work. Maybe someone can help with that, because we're out of ideas at this point.

Now keep in mind we'll only send you the map if DevliN or I trusts you pretty well (e.g. FaZ-, Rexy, etc.), otherwise don't get your hopes up if I say "no." pinch.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-11 at 07:25:20
QUOTE(D_Scypher @ Mar 11 2005, 01:51 AM)
OMG PROBLEM!:

Now keep in mind we'll only send you the map if DevliN or I trusts you pretty well (e.g. FaZ-, Rexy, etc.), otherwise don't get your hopes up if I say "no." pinch.gif
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you forgot to add my name to that list wink.gif
Report, edit, etc...Posted by Chronophobia on 2005-03-11 at 10:18:47
This is my idea. When the "Double rent at "Road1"" is cleared, do the normal. If set, subtract the same amount of ore one more time again.


Trigger
Description:
Double Rent
Players:
¤ Force1
Conditions:
¤ "Player" brings exactly 1 Khalis Crystal to "Road1"
¤ "Player" brings exactly 1 Khalis Crystal to "Road2"
¤ "Player" brings exactly 1 Khalis Crystal to "Road3"
Actions:
¤ Set "Double Rent at "Road1""
¤ Preserve Trigger


Does this sound good?
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-03-11 at 10:18:58
Sure i can fix it, Am i on the list? You probably don't know me. PM me the map, i help with triggers all the time.
Report, edit, etc...Posted by FaZ- on 2005-03-11 at 16:07:27
QUOTE(D_Scypher @ Mar 11 2005, 01:51 AM)
OMG PROBLEM!:

Okay so when we tested it, the dice don't work properly at all anymore, though they worked fine a little earlier. So what DevliN did was put in a death counter method which worked pretty well. But now when he makes the trigger also display the dice, it doesn't work. Maybe someone can help with that, because we're out of ideas at this point.

Now keep in mind we'll only send you the map if DevliN or I trusts you pretty well (e.g. FaZ-, Rexy, etc.), otherwise don't get your hopes up if I say "no." pinch.gif
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I don't have SC installed at the moment, but sure. Can you attach files to a PM? I'd love to take a peek at the alpha and try to help with the dice.
Report, edit, etc...Posted by DevliN on 2005-03-11 at 19:18:33
Allrighty, sent it to ya, FaZ-. If you don't know what to do with it I'll ask Rexy to help.

QUOTE
¤ Set "Double Rent at "Road1""

You can't set switches at locations. I will use the switch idea, though. This has been a great help, thanks.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-03-11 at 19:51:25
Um, why FaZ- i asked first? you just see through me like a ghost? and Rexy before me? no offense but i even asked first.
Report, edit, etc...Posted by DevliN on 2005-03-11 at 20:01:20
True, but its my map and I don't know you, nor do I want your help right now. I specifically asked for them by name, not you. And technically they both posted in this topic before you (FaZ was trying to help way before you).

And you seemed more demanding than helpful, telling me to send you the map rather than asking if you can help. So that led even more to my decision to igonre your post. I wasn't gonna mention it at all, but because you're taking offense to it I might as well.
Report, edit, etc...Posted by LegacyWeapon on 2005-03-11 at 21:02:02
What about me wink.gif

When a player owns double rent, initiate the same trigger twice (or make a copy of it that only runs when the "double rent" is initiated).
Report, edit, etc...Posted by FaZ- on 2005-03-11 at 22:44:58
I found the problem. I'm honestly suprised that you missed something like this, but in any case it was obvious even though I don't fully understand your roll system.

On each condition for rolls after Lt. blue, the player has to command at least 1 unit at Pink- St. Charles Place. You just copied a trigger and forgot to replace that as one of the things that needed changing for each property. A reason why it may have worked previously is that at that time you landed on St. Charles and were lucky enough to execute another trigger run because you bought that property. Simple enough to fix.

I'd love to be added as a helper. Thanks a lot.

By the way:
QUOTE
Set "Double Rent at "Road1""

He is naming the switch "Double Rent at Road1." Not trying to set a location as that name. Look closely at the quotes he uses.
Report, edit, etc...Posted by DevliN on 2005-03-11 at 23:33:01
Ah yeah didn't notice that. And I didn't do all the move triggers, so I assume Scypher missed tht mistake.

Two issues we had though were that the dice didn't display at all and when the player moved all of P8's lurkers moved as well.

I'll send a copy to LegacyWeapon to see if he can help as well.
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