Staredit Network

Staredit Network -> UMS Assistance -> Switching Upgrades
Report, edit, etc...Posted by The_Controller on 2006-02-23 at 11:43:46
Is there any way to switch a units upgrades to another unit (like if you were trying in a RPG to change a player's character class to another race)?

Example: Bob the Warrior (Zealot) justed gained a new level and his class changes to Knight (Firebat). He just had seven upgrades in weapons and is changeing to a different weapon so he loses all the minerals he had spent. If there a way to fix this?
Report, edit, etc...Posted by Oo.Insane.oO on 2006-02-23 at 11:47:39
No there isnt I think there was with eud's tho but u could just have a counter for the upgrades in the corner of the map made out of mineral chunks or something and for every mineral = 1 mineral when u switch classes
Report, edit, etc...Posted by fritfrat(U) on 2006-02-23 at 13:39:23
Have it so that every time Bob the Warrior gets a mineral, he also receives 1 death of (unused unit 1, henceforth referred to as A). Have (B) be another unused unit we can use a death counter for. Also, hyper triggers would be very nice for these, otherwise conversations would take forever. Now, when he upgrades from zealot to firebat, have triggers like this run:


Trigger
Players:
¤ Current Player
Conditions:
¤ Current player commands atleast 1 Firebat/Knight.
¤ Switch 1 is cleared (Have a different switch per player, or use another death counter).
¤ Current player has suffered atleast 1 death of (A)
Actions:
¤ Modify deaths for current player: Subtract 1 (A)
¤ Add 1 Ore for current player (assuming 1 ore is 1 upgrade).
¤ Modify deaths for current player: Add 1 (B)
¤ Preserve Trigger, Comment




Trigger
Description:
End Conversations
Players:
¤ Current Player
Conditions:
¤ Current player commands atleast 1 Firebat/Knight.
¤ Current player accumulates atleast 1 ore.
¤ Current player has suffered exactly 0 deaths of (A)
Actions:
¤ Set switch 1.




Trigger
Description:
Convert Back to (A) counter
Players:
¤ Current Player
Conditions:
¤ Switch 1 is Set.
¤ Current player has suffered atleast 1 deaths of (B)
Actions:
¤ Modify deaths for current player: Subtract 1 (B)
¤ Modify deaths for current player: Add 1 (A)
¤ Preserve Trigger, Comment
Report, edit, etc...Posted by Kyuubi. on 2006-02-23 at 14:08:07
How's this, when he upgrades to a new form he can have his minerals set to 0. But when he turns into firebat he can gain the amount of minerals he used to upgrade his zealot.
Did you set it so for a level he gains some minerals too along with a new form?maybe just an idea...
Report, edit, etc...Posted by (U)Bolt_Head on 2006-02-24 at 12:59:53
You might have troubles if they decide to go though the whole level without upgrading there unit after receaving the money to upgrade. They would receave double minerals and could then upgrade his 3rd unit further than he should be allowed too.

A basic method of solving this is keeping there mineral amount in a counter and always refreshing there minerals after they buy things. They end up being allowed a whole upgrade class instead of just one pick. This is a rather common method of course increasing upgrade cost is required.

You could also use gas independantly if you wanted to dictate defense upgrade or mineral upgrade. Maybe when there rewarded the extra money they can then pick if they want it to go towards there attack or there defense (ore, or gas).
Report, edit, etc...Posted by Javaboy on 2006-02-25 at 09:39:37
The advantage of having ore and gas go to seperate things is that you could have the hero acquire an item like a sword or shield which would boost theyre att/def. so you could give them bonus minerals to upgrade like they had actually gotten an item. A better way to do defense though is to have a protoss unit and continously set its shields to a certain level so it would give them a certain ammount of protection lol. The method (U)Bolt_Head metioned is problably the most practical, but it always seems "untidy" to me, I dont know why even though it works perfectly.
Report, edit, etc...Posted by fritfrat(U) on 2006-02-25 at 22:15:26
I would definitely suggest bolt's method, actually. Forget what I said smile.gif

An example of a map that uses this system is A Day of School RPG. In general, it's not a very good map, especially with how many crappy edits there are out there, but it does portray this system well... only it doesn't have hyper triggers, which would have been nice.
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