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Staredit Network -> Concepts -> New Heal Way?
Report, edit, etc...Posted by Oni-Sei on 2005-10-04 at 16:32:02
well i was thinking of a way to set heals w/o using 10 diffrent locations for all the inns.

you use the location the follows your hero

so when player 7 or so brings the becon "bed" to your location it heals you and -money

if you want some inn's to be free you use a unit under the becon that you dont use normally so it sets the trigger to remove the money becasue of the unit in place

Player 1 has atleast 125 ore -125 ore
player 7 brings exactly 1 defiler to location hero 1
Player 7 brings exactly 1 Heal(becon) to loaction hero
Switch 1 is set

Set unit hp to 10%


something like that i guess

Report, edit, etc...Posted by Urmom(U) on 2005-10-04 at 16:40:29
not exactly new... but if you were using hypers, wouldnt that cause it to run over and over taking all of your money? normally, i just use 1 inn for everything.
Report, edit, etc...Posted by IA-Sky on 2005-10-04 at 16:41:54
lol good use for an old idea, i dont see this in many rpg maps, they use a seperate location for everything.

edit:
yeah he's right if you move your unit to a "bed" it wont have a location to move back so it will keep activating the trigger.
Report, edit, etc...Posted by Oni-Sei on 2005-10-04 at 18:56:37
whoopse smile.gif forgot the wait smile.gif

good thing you pointed that out

it would wait like 15 seconds or something like that

i didnt know it wasent all that old :/ im like what the hell is a easier way? then it popped into my head smile.gif
Report, edit, etc...Posted by Norm.gg on 2005-10-08 at 14:41:44
hm, my rpg that im currently making has a % heal based on level at the inn.

in case u are curious as to what i mean:

Every time a player reaches a certain level of exp, a unit is created for player7 (neutral) at a lvl counter location for that player. now, the player starts with one of these units to represent its at level 1, and it gains one up to whatever the max level will be,

now, every time that player brings his unit to the inn, it is set so that the triggers evaluate, 1, the player is at a location preset for the inn 2, how many units player 7 owns at the players level marking spot, so forinstance:

Player 1

Bring 1 terran civ to 'yes'
Bring 1 any unit to 'spot preset for inn'
Player 1 has at least 50 ore
player 7 brings exactly 2 units to 'lvl1'

subtract 50 ore from player 1
modify unit hp for all units owned by player 1 at 'spot preset for inn' to 6% (the max hp for level 2)
move all units at 'spot preset for inn' to 'spawn'
wait 2 seconds
preserve trigger.

and if u wanted to, u could make a higher healing cost for the more hp the unit has when it heals happy.gif but im sure the (30X6) 180 inn triggers already required for 6 heroes might be enough work already happy.gif
Report, edit, etc...Posted by Kumano on 2005-10-08 at 15:01:25
And why not use a death count and use Current player for all the triggers to use only 30? Like:

Trigger
Conditions:
¤ Current Player brings at least 1 (Unit) to Heal
¤ Current Player has Exactly 0 deaths of 'Level' (useless unit)
¤ Current Player Accumulates at least 50 minerals.
Actions:
¤ Modify unit hitpoints, set to 3% for (Unit) at heal for current player.
¤ modify resources, subtract 50 minerals for current player.



Whenever you level you add 1 death for 'Level' death count. Also, I don't see how making different costs use more triggers.
Report, edit, etc...Posted by Sniper on 2005-10-08 at 15:08:41
This is old..everyone's using it in their rpg's these days.

A way to stop the continuous subtraction of money is if you we're using a building, you could create an ultralisk at the location which centers on your hero. Then, you could center another location on the ultralisk, remove the ultralisk, and move the hero onto that location. It's just a use of displacement.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-10-09 at 14:19:54
yeah or you could use switches and EUD:Conditions for detecting health. Like if they need it(check with EUD) then the trigger wont activate.
Report, edit, etc...Posted by Norm.gg on 2005-10-09 at 18:14:53
perhaps...
Report, edit, etc...Posted by Snipe on 2005-10-09 at 19:23:05
QUOTE(Oni-Sei @ Oct 4 2005, 02:32 PM)
well i was thinking of a way to set heals w/o using 10 diffrent locations for all the inns.

you use the location the follows your hero

so when player 7 or so brings the becon "bed" to your location it heals you and -money

if you want some inn's to be free you use a unit under the becon that you dont use normally so it sets the trigger to remove the money becasue of the unit in place

Player 1 has atleast 125 ore -125 ore
player 7 brings exactly 1 defiler to location hero 1
Player 7 brings exactly 1 Heal(becon) to loaction hero
Switch 1 is set

Set  unit hp to 10%
something like that i guess
[right][snapback]326424[/snapback][/right]



well at least your trying new ways which is interesting. That has been already done but you know continue on ^.^. You seem to be doing a great joby ^.^.
Report, edit, etc...Posted by KrAzY on 2005-10-26 at 11:51:17
This is old, I actually made a concept out of this very long time ago. It was made out of Lings than just minerals. The Lings makes good as the person is bleeding. And there's a healing system my old concept.
Report, edit, etc...Posted by Urmom(U) on 2005-10-26 at 14:54:46
and you just posted in a really old topic!
Report, edit, etc...Posted by Mini Moose 2707 on 2005-10-26 at 15:35:35
And you just spammed!

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