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Staredit Network -> UMS Assistance -> How do you make so many items?
Report, edit, etc...Posted by kholdstare on 2006-07-23 at 21:56:18
I was reading the Crescent Dyne preview and I was wondering, How do you make so many items (eg. his 'bone knife' and stuff). Any help will be appreciated.
Report, edit, etc...Posted by MoonlighTurtle on 2006-07-23 at 22:29:54
The whole system is basically virtual.

He can do all that because he's using virtual HP.

They aren't actual units. They are just represented by the text you see, and stored in things like death counters, and all their attributes are basically done through triggering and how he is doing virtual HP.

Check out this tutorial for information about virtual HP: http://www.staredit.net/index.php?tutorial=74

I believe CD uses the kill and replace method with a burrowed unit following each enemy.
Report, edit, etc...Posted by Electroid on 2006-07-23 at 23:05:36
usually virtual properties are triggered through death counters. so you just go through your unit properties list, and change the name of the units to whatever counter it relates to. for instance, if your virtual HP uses a deathcounter system to modify its status/amount of HP, you would add/subtract death counters to whatever unit you assigned the HP to, which would then execute another trigger that would add/subtract its virtual HP.

ill give you a nice example...

in an RPG i made about a year ago, i made a virtual HP system. first of all, i created a trigger that constantly revived the units real HP, so the unit didn't die. then, i made a trigger, that made a 2x2 location follow the unit. then i made a trigger that made my minerals go down every time an enemy unit stepped inside the location of my unit. i preserved the trigger, so that my minerals would keep going down the longer the enemy unit was near me. then i made another trigger that told my minerals to keep adding 1, until i reached a certain amount. if my minerals had reached zero during battle however, another trigger would have killed my unit.

you don't have to use minerals however, you can use death counters, which are basicaly add/subtract/set deaths for whatever player.
Report, edit, etc...Posted by MoonlighTurtle on 2006-07-24 at 00:00:50
kholdstare if you want your fighting and killing units to actually be killing then the kill and replace method with burrowed units seems to be the best option.

What Electroid posted allows for variation, and may have good gameplay for enemies attacking you just by getting close to you, but the same system in reverse where you just get close to enemies to kill them wouldn't look so nice or be much fun. The main downfall is the lack of actual attacking, and the direct link from attack to the enemy taking damage.
Report, edit, etc...Posted by Mp)EnderDouble on 2006-07-24 at 09:00:26
why are you guys explaining to him how to use VHP, he just wanted to know about the items, not the hp. Crecent Dyne doesn't use a new unit for each item, instead its mostly text based. instead of having a 'ghost' for a crossbow, and a 'marine' for a machine gun. He probably has a powerup called 'Weapon' and he can edit pretty much make that change your units virtual stats when you equip whatever weapon/armor/ect.. it is.
Anyways, for the simple fact that everything is virtual, means that the game probably doesnt have much of an action sense in it. He seems to be using the terrain as the eye candy... and terrain isnt very important to me.
Report, edit, etc...Posted by kholdstare on 2006-07-24 at 09:49:43
Can someone teach me how to write a trigger like that? (only 1 example is needed, I can freeload for the rest)
edi: AKA: Teach me how to write out the VHP triggers (the tutorials doesn't have them) and how to change the damage that the unit does and the Hp and Armor stats. And before I forget, how to place 'the powerup'. Sorry I'm a noob i know ><
Report, edit, etc...Posted by MoonlighTurtle on 2006-07-24 at 14:52:53
QUOTE(Mp)Ender @ Jul 24 2006, 08:00 AM)
why are you guys explaining to him how to use VHP, he just wanted to know about the items, not the hp. Crecent Dyne doesn't use a new unit for each item, instead its mostly text based. instead of having a 'ghost' for a crossbow, and a 'marine' for a machine gun. He probably has a powerup called 'Weapon' and he can edit pretty much make that change your units virtual stats when you equip whatever weapon/armor/ect.. it is.
Anyways, for the simple fact that everything is virtual, means that the game probably doesnt have much of an action sense in it. He seems to be using the terrain as the eye candy... and terrain isnt very important to me.
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Virtual HP is the only reason why CD has the things it has. You can't do that many items without explaining virtual HP. The whole point of those items is that they affect the virtual HP with their virtual "attack" and "defense" and any other stats. You're contradicting yourself.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-24 at 14:54:58
V-HP has absolutely nothing to do with this. virtual data(such as death counters), do however. VHP is an applied form of virtual data, not the other way around.
Report, edit, etc...Posted by MoonlighTurtle on 2006-07-24 at 15:57:25
VHP has everything to do with this. How do you think CD is applying that damage? You think it's just "text" that's stored and displayed that does nothing? If you don't have a vhp system, there's no way you're going to do what CD does, because CD does use VHP.

And I never said that you take VHP and apply it to the virtual data of weapons. The point is it's all virtual. Virtual hp, virtual weapons, it's all related, because its virtual. One is basically useless without the other.

Bottomline is, if he wants to know how CD does the items, and actually wants to be able to do something with that, then he must know how to do a VHP system.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-24 at 16:06:10
picking up items has nothing to do with damage. yes, its virtual, but that doesn't mean its automatically a part of VHP.

ADDITION:
VHP is the method in which things related to combat are applied, not tracked or distinguished.

and explain to me how an oil lamp and a lock pick are related to VHP and combat
Report, edit, etc...Posted by MoonlighTurtle on 2006-07-24 at 16:08:28
Noticed how he used the item bone knife as an example.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-24 at 16:09:30
QUOTE(MoonlighTurtle @ Jul 24 2006, 01:57 PM)
The point is it's all virtual. Virtual hp
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virtual HP is not entirely virtual, it utilizes a real 'hit point' unit that serves as a form of input for the virtual aspect for the system.

ADDITION:
he said items... you can't expext him to list every single one. if he said weapons, that'd be a different story.
Report, edit, etc...Posted by MoonlighTurtle on 2006-07-24 at 16:10:40
Let's take a look at the CD list of "items"


QUOTE
• Weapon [color=Gray](1-35)
          • Bone Knife - Damage 2 Pierce, Critical 6.25%
          • Bronze Sword - Damage 4 Sharp
          • Iron Scimitar - Damage 5 Sharp, Critical 6.25%
          • Battle Axe - Damage 7 Sharp, Critical 18.75%
          • Poisen Dagger - Damage 9 Pierce, Critical 6.25%, Poisen 018.75%
          • War Hatchet - Damage 13 Sharp, Critical 12.50%
          • Razor Claw - Damage 18 Sharp, Critical 12.50%
          • Meat Cleaver - Damage 23 Sharp, Critical 6.25%
          • Crystal Sabre - Damage 29 Sharp, Critical 12.50%, Mana +34
          • Broad Claymore - Damage 37 Sharp, Critical 6.25%
          • Fury Talon - Damage 49 Sharp, Critical 12.50%
          • Ghost Wand - Damage 1 Blunt, Mana +3
          • Tomb Wand - Damage 1 Blunt, Mana +9
          • Grave Staff - Damage 4 Blunt, Mana +23
          • Lich Wand - Damage 1 Blunt, Mana +15, Mana Regeneration +1
          • Grim Scepter - Damage 7 Blunt, Critical 6.25%, Mana +63
          • Cedar Staff - Damage 6 Blunt, Mana +34, Mana Regeneration +2
          • Elder Staff - Damage 8 Blunt, Mana +49, Mana Regeneration +2
          • Rune Scepter - Damage 9 Blunt, Critical 12.25%, Mana +91, Mana Regeneration +3
          • Mystic Scepter - Damage 11 Blunt, Mana +127, Mana Regeneration +3
          • Short Bow - Damage 2 Pierce
          • Great Bow - Damage 4 Pierce
          • Composite Bow - Damage 8 Pierce, Critical 12.50%
          • Long Bow - Damage 16 Pierce
          • Reflex Bow - Damage 23 Pierce, Critical 12.50%
          • Gothic Bow - Damage 37 Pierce, Critical 6.25%
          • Spider Bow - Damage 42 Pierce, Life +64
          • Blade Bow - Damage 53 Pierce, Critical 18.75%, Aura Thorns
          • Shadow Bow - Damage 65 Pierce, Critical 12.50%
          • Crude Mace - Damage 1 Blunt, Critical 6.25%
          • Iron Flail - Damage 7 Sharp, Critical 18.75%
          • Superior Hammer - Damage 14 Blunt, Critical 12.50%
          • Forged Maul - Damage 27 Blunt, Critical 18.75%
          • Wooden Mallet - Damage 6 Blunt, Critical 12.50%
          • Spiked Club - Damage 4 Blunt, Critical 12.50%
• Armor (36-48)
          • Light Cape - Defense 13
          • Quilted Tunic - Defense 27
          • Bone Vest - Defense 36
          • Leather Shroud - Defense 43
          • Studded Armor - Defense 65
          • Wire Fleece - Defense 76
          • Shadow Skin - Defense 94
          • Metal Husk - Defense 120
          • Silk Robe - Defense 157
          • Mage Coat - Defense 223
          • Chain Mail - Defense 294
          • Full Plate - Defense 346
          • Archon Shell - Defense 456
• Helmet (49-58)
          • Leather Hat - Defense 3
          • Light Cap - Defense 5
          • Copper Helmet - Defense 10
          • Magic Tiara - Defense 10, Mana +20, Mana Regernation +1
          • Tin Crown - Defense 20
          • Iron Mask - Defense 35
          • Golden Sallet - Defense 41
          • Steel Casque - Defense 56
          • Great Basinet - Defense 72
          • Full Armet - Defense 88
• Gloves (59-65)
          • Worn Gloves - Defense 1
          • Leather Gloves - Defense 3
          • Light Gauntlets - Defense 6
          • Heavy Bracers - Defense 8
          • Mystic Gloves - Defense 12, Mana +41, Mana Regeneration +1
          • Thorn Mitts - Defense 24, Aura Thorns
          • Silk Vambraces - Defense 8, Mana +15, Leach Life +5
• Boots (66-70)
          • Leather Boots - Defense 4
          • Chain Boots - Defense 20
          • Plated Boots - Defense 26
          • Soul Greaves - Defense 34, Leach Soul +5
          • Mystic Greaves - Defense 32, Mana +57, Mana Regernation +1
• Belts (71-76)
          • Worn Sash - Defense 0
          • Leather Sash - Defense 1
          • Cloth Belt - Defense 2
          • Plated Belt - Defense 10
          • Chain Belt - Defense 15
          • Blade Girdle - Defense 52, Aura Thorns
• Jewlery (77-98)
          • Snow Ring
          • Giant Ring
          • Power Ring
          • Thunder Ring
          • Energy Ring
          • Sacred Ring
          • Magic Ring
          • Mystic Ring
          • Spirit Ring
          • Recovery Bracelet
          • Rune Bracelet
          • Combat Bracelet
          • Blade Amulet
          • Pain Amulet
          • Soul Amulet
          • Theif Amulet
          • Feather Amulet
          • Golden Neckless
          • Coral Neckless
          • Mage Neckless
          • Power Anklet
          • Magic Anklet
• Other (99-109)
          • Health Potion
          • Magic Ether
          • Pure Elixer
          • Pheonix Down
          • Remedy Potion
          • Tent Gear
          • Skull Bone
          • Small Gem
          • Mystic Jewel
          • Brass Key
          • Lock Pick
          • Braided Rope
          • Oil Lamp
          • Intrinsic Herb
          • Ethereal Feather
          • Gleaming Pearl
          • Raw Meat
          • Fresh Fish
          • Baked Bread
          • Distilled Mead
          • Auroral Mirror


Most, if not ALL need vHP.

QUOTE
if he said weapons, that'd be a different story


The majority of it IS weapons/armor/jewerly. If he said "other" it would be a different story. Sorry, but vHP related items are the majority.

And it should be noted, that kholdstare has posted after I posted, and didn't mention anything about not wanting vHP.
Report, edit, etc...Posted by iHaveNoRegrets on 2006-07-24 at 16:10:52
There is no actual "attacking" happening. It is done using Modify Unit Hit Points.

He is not giving the unit knifes and all that. It's just pretend basically.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-24 at 16:15:22
QUOTE(MoonlighTurtle @ Jul 24 2006, 02:10 PM)
The majority of it IS weapons/armor/jewerly.
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keyword: majority. as in most, not all.
Report, edit, etc...Posted by MoonlighTurtle on 2006-07-24 at 16:18:26
QUOTE
keyword: majority. as in most, not all.


Yes, so I'm not going to explain how to do things that don't require vHP as that would be leaving out the majority.

And since he used bone knife as an example, it only supports the fact that he wants weapons and things related to vHP even more.

He has already responded to vHP, and hasn't said anything negative about it.

So what you should do is start answering his actual question and not trying to prove your point.

QUOTE
Can someone teach me how to write a trigger like that? (only 1 example is needed, I can freeload for the rest)
edi: AKA: Teach me how to write out the VHP triggers (the tutorials doesn't have them) and how to change the damage that the unit does and the Hp and Armor stats. And before I forget, how to place 'the powerup'. Sorry I'm a noob i know ><
Report, edit, etc...Posted by Zeratul_101 on 2006-07-24 at 16:40:27
QUOTE(MoonlighTurtle @ Jul 24 2006, 02:18 PM)
answering his actual question
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why didn't you?

PU = the primary guy you're controlling
VHPU = the burrowed unit that takes hits(you did read the tutorial?)


null[c]player 1 brings at most 0 PU to 'tracker'
Trigger
Conditions:
¤ deaths of PU at least 3
¤ Player 1 commands at least 1 PU
Actions:
¤ center 'tracker' on PU
¤ Move all VHPU to 'tracker'
¤ set death of PU for player 1 to 0
¤ preserve



null
Trigger
Conditions:
¤ Player 12 commands at most 0 VHPU
Actions:
¤ create one VHPU for player 12 at 'tracker'
¤ preserve



null
Trigger
Conditions:
¤ Player commands at least 1 VHPU
Actions:
¤ add one death of PU for player 1
¤ preserve


thats the VERY basics. then you'd have triggers setting HP depending on deaths of VHPU. such as


null
Trigger
Conditions:
¤ Player 12 has suffered 1 deaths of VHPU
Actions:
¤ set HP% of PU owned by P1 at anywhere to 99%
¤ preserve



null
Trigger
Conditions:
¤ Player 12 has suffered 2 deaths of VHPU
Actions:
¤ set HP% of PU owned by P1 at anywhere to 98%
¤ preserve


etc..

the deaths aren't really necessary - they're just my method of preventing burrowed speed lag. and don't do less than 3 deaths, otherwise it'll cause speed lag

ADDITION:
i think i got everything there, but i may have missed a few. hate writing trigs on SEN
Report, edit, etc...Posted by Mp)EnderDouble on 2006-07-26 at 08:19:11
Everyone who has tried to help him really is making themselves look stupid, if you want to argue, go somewhere else. He asked for an example, so someone at least give him an answer.

There are alot of ways of making virtual HP, but they all require alot of triggers, it would be best if you downloaded a map with virtual hp (Tuxedos map preferrably) And look at the triggers.

As for the items. They are all assigned a switch, or deathscore, or some sort of variable.

Like, for example:
• Bone Knife - 1 Death of 'WeaponUnit'
• Bronze Sword - 2 Death of 'WeaponUnit'
• Iron Scimitar - 3 Death of 'WeaponUnit'
• Battle Axe - 4 Death of 'WeaponUnit'

And when you want to EQUIP it, you would say something like...


Conditions:
(Whatever conditions to equip Bone Knife)
Actions:
Set Deaths of unit 'WeaponUnit' for (Player) to 1

And you would set the death to 2 for a bronze sword, 3 for a Iron Scimitar, ect...

And after you did all the items that way.. You would have to make them change the V-HP damage being dealt.

Perhaps the vitual HP is being calculated using death counters, or minerals, or custom score, or player number, it doesnt matter.

But whatever kind of V-HP you choose to do, you can change the damage...

For the Bone Knife:
Conditions:
Deaths of unit 'WeaponUnit' for (Player) is 1
(Conditions to calculate damage)
(Conditions to execute attack)
Actions:
(Actions to execute damage)

This is one way of doing it. But there are several ways. This might not even be the way he does it in CD. It might not even be the easiest way.
But when you use virtual HP, you cant have the units attacking each other. You will either have them stand there and look at each other while the damage is being executed (BORING!!). Or, you could have them stand there and show messages like...

You attack with your (weapon equipped).
You deal (Amount of damage).
Enemy counters with (amount of damage).
This makes it all pretend like, and you have to use alot of imagination.
Its alot like dungeons and dragons the board game. If youve ever played it.
I personally dont like these kind of games, but alot of people are crazy about it.
Report, edit, etc...Posted by kholdstare on 2006-07-26 at 10:20:46
QUOTE(Mp)Ender @ Jul 26 2006, 07:18 AM)
Everyone who has tried to help him really is making themselves look stupid, if you want to argue, go somewhere else. He asked for an example, so someone at least give him an answer.

There are alot of ways of making virtual HP, but they all require alot of triggers, it would be best if you downloaded a map with virtual hp (Tuxedos map preferrably) And look at the triggers.

As for the items. They are all assigned a switch, or deathscore, or some sort of variable.

Like, for example:
          • Bone Knife - 1 Death of 'WeaponUnit'
          • Bronze Sword - 2 Death of 'WeaponUnit'
          • Iron Scimitar - 3 Death of 'WeaponUnit'
          • Battle Axe - 4 Death of 'WeaponUnit'

And when you want to EQUIP it, you would say something like...
Conditions:
(Whatever conditions to equip Bone Knife)
Actions:
Set Deaths of unit 'WeaponUnit' for (Player) to 1

And you would set the death to 2 for a bronze sword, 3 for a Iron Scimitar, ect...

And after you did all the items that way.. You would have to make them change the V-HP damage being dealt.

Perhaps the vitual HP is being calculated using death counters, or minerals, or custom score, or player number, it doesnt matter.

But whatever kind of V-HP you choose to do, you can change the damage...

For the Bone Knife:
Conditions:
Deaths of unit 'WeaponUnit' for (Player) is 1
(Conditions to calculate damage)
(Conditions to execute attack)
Actions:
(Actions to execute damage)

This is one way of doing it. But there are several ways. This might not even be the way he does it in CD. It might not even be the easiest way.
But when you use virtual HP, you cant have the units attacking each other. You will either have them stand there and look at each other while the damage is being executed (BORING!!). Or, you could have them stand there and show messages like...

You attack with your (weapon equipped).
You deal (Amount of damage).
Enemy counters with (amount of damage).
This makes it all pretend like, and you have to use alot of imagination.
Its alot like dungeons and dragons the board game. If youve ever played it.
I personally dont like these kind of games, but alot of people are crazy about it.
[right][snapback]531668[/snapback][/right]


Wow, then you will have to make random battles??
EDIT: So if I wanted to make critical hits and stuff, I could put a randomized switch system thing?

Also Mp)Ender was the most useful person here cool1.gif
Report, edit, etc...Posted by Element-Nature on 2006-07-26 at 14:28:06
Khold, i know u on sc, i can help u and give u an example map i made using that item system.

Edit: I have a friend on sc with the account kholdstare and i guess ur not him, maybe i dont know you. O.o
Report, edit, etc...Posted by Zeratul_101 on 2006-07-26 at 14:41:15
QUOTE(Mp)Ender @ Jul 26 2006, 06:18 AM)
But when you use virtual HP, you cant have the units attacking each other.
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says who ... ever heard of the burrowed/flying unit...
Report, edit, etc...Posted by kholdstare on 2006-07-26 at 14:49:45
QUOTE(Element-Nature @ Jul 26 2006, 01:27 PM)
Khold, i know u on sc, i can help u and give u an example map i made using that item system.
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You know me? Who am I? And Who are you?
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