Staredit Network

Staredit Network -> Concepts -> Original RPG Spell
Report, edit, etc...Posted by WoodenFire on 2005-10-19 at 07:08:21
The Trigger :
A spell can be made for an rpg, perticularly my Crescent Dyne RPG, which as you move 1 block, a folloing location will create a burrowed unit that is stacked, I will begin the stack on 1, and end the stack on 5, or however far this spell might activate torwards. After you have a row of following burrowed units, you run into 1 problem shown in this demonstration of your hero moving across a solid line back and forth.

QUOTE
_
1

_ _
1 2

_
_ _
1 2
(This one, your hero moves over the 2nd spawn location)

  _
_ _ _
3 1 2
(You go ahead of your first position when the spell started, and form part 3)

  _
  _
_ _ _
3 1 2

  _
  _ _
_ _ _
3 1 2

  _
  _ _
_ _ _ _
3 1 2 4
(This is on step 7 of the sequence, and if recycled, would show your hero going from spot 1 -> 2 -> 3 -> 4, and would be jumpy)


To fix this problem, you may install safety triggers that simply reset or cancel the spell's memory if you try going over the same spot twice.

Applications :
-Warp Spell, warp back from your position, to the first position of the spell's start.
-Trail Spell/ Effect, use hallusinations to make a trail for a highspeed unit.
-Walk Spell, maybe spawns and kills darktemplars after all pieces of the trail are setup.
-Mobile Grid Lag/Spot Locations, In cooperation with mobile grid system, you can create enemys or a mobile spawn for a boss, or normally on the last piece of your path.
Report, edit, etc...Posted by Ultimo on 2005-10-20 at 18:45:12
I really don't understand the overall purpose, what is the point of having a trail of burrowed units when you could easily use one location, center, use death counters to count then execute?
Report, edit, etc...Posted by PCFredZ on 2005-10-20 at 21:19:14
I can see that it has practical applications.
Report, edit, etc...Posted by Urmom(U) on 2005-10-20 at 21:36:57
ya i like the idea, nj never thought of using that.
Report, edit, etc...Posted by Rantent on 2005-10-23 at 05:13:46
Hmm I can see what your trying to do, you want to make a unit follow the path you create, and your running into problems of order when they go back and forth.
I might suggest that you make one unit per step, but that would just be wasteful.

Or you could make it so the locations for the new step place only when there are no burrowed units under the placer.

Anyway, this sounds like an idea TriggaMasta had a while back for a neat army game. It was pretty complex though.
Report, edit, etc...Posted by PCFredZ on 2005-10-23 at 09:42:21
You don't even need burrowed units. Just use several locations.
Report, edit, etc...Posted by Rantent on 2005-10-23 at 21:38:35
And waste a more valuable resource!
(Actually there are lots less burrowable units than locations so its better.)
Report, edit, etc...Posted by in_a_biskit on 2005-10-24 at 03:03:08
Maybe I'm not understanding correctly, but is the idea to leave a trail of burrowed units so that you can do something after you walk a certain distance?
In that case, it seems to me as if you only need a single location to mark the start, and a death count to count your steps.


Or does the trail follow you around continuously? (I think this is what you mean when you suggest a trail for a highspeed unit)
In that case, what mechanism are you using to find the "last" unit in the trail? It seems in this case that you'd need either a different burrowable unit or a different location for each "step" of the trail.

But I still can't see where the problem outlined in the original post comes from, so I don't think I'm getting it quite fully.
Report, edit, etc...Posted by WoodenFire on 2005-10-24 at 17:56:25
I, myself, is even stumped as to my own post... and a few of yours... Oo, ?
Report, edit, etc...Posted by Rantent on 2005-10-25 at 00:10:19
I suppose this gave me an idea for a basic Computer AI.
Report, edit, etc...Posted by blizter on 2005-10-25 at 17:10:07
You can actually make it with 4 locations , 1 dead trigger



Trigger
Description:
Trigger 1
Players:
¤ Player
Conditions:
¤ Effect is on
¤ death counter for current player of "da effects number" = 0
¤ Current player bring exactly 0 "da effects unit" to "da effects location 1"
Actions:
¤ Center location "Da effects location 1" on "da effects unit"
¤ set death for Current player, add 1 death for "da effects enable"
¤ set death for Current player, add 1 death for "da effects numbers"
¤ Preserve trigger




Trigger
Description:
Trigger 2
Players:
¤ Player
Conditions:
¤ Effect is on
¤ death counter for current player of "da effects number" = 1
¤ Current player bring exactly 0 "da effects unit" to "da effects location 2"
Actions:
¤ Center location "Da effects location 2" on "da effects unit"
¤ set death for Current player, add 1 death for "da effects enable"
¤ set death for Current player, add 1 death for "da effects numbers"
¤ Preserve trigger




Trigger
Description:
Trigger 3
Players:
¤ Player
Conditions:
¤ Effect is on
¤ death counter for current player of "da effects number" = 2
¤ Current player bring exactly 0 "da effects unit" to "da effects location 3"
Actions:
¤ Center location "Da effects location 3" on "da effects unit"
¤ set death for Current player, add 1 death for "da effects enable"
¤ set death for Current player, add 1 death for "da effects numbers"
¤ Preserve trigger




Trigger
Description:
Trigger 4
Players:
¤ Player
Conditions:
¤ Effect is on
¤ death counter for current player of "da effects number" = 3
¤ Current player bring exactly 0 "da effects unit" to "da effects location 4"
Actions:
¤ Center location "Da effects location 3" on "da effects unit"
¤ set death for Current player, add 1 death for "da effects enable"
¤ set death for Current player, setto 0 death for "da effects numbers"
¤ Preserve trigger



And so on...

And ->


Trigger
Description:
Trigger 5
Players:
¤ Player
Conditions:
¤ Effect is on
¤ death counter for current player atleast "da effects enable" = 1
¤ Current player bring exactly 0 "da effects unit" to "da effects location 1"
Actions:
¤ -- EFFECT 1--
¤ Preserve trigger



Trigger
Description:
Trigger 6
Players:
¤ Player
Conditions:
¤ Effect is on
¤ death counter for current player atleast "da effects enable" = 2
¤ Current player bring exactly 0 "da effects unit" to "da effects location 2"
Actions:
¤ -- EFFECT 2--
¤ Preserve trigger


Etc...

So when the unit move, it center a location on it and activate it, when the unit isnt on the location, Special FX !
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