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Staredit Network -> UMS Assistance -> Help with Experience points
Report, edit, etc...Posted by DarkSlayer on 2006-07-27 at 01:35:41
Hi everyone, I was browsing around looking for map tutorials and then I bumped into this website which simply fascinated me. So I decided to register biggrin.gif
On to the topic, since this isn't an introduction forum.

I would like to know if it is possible to keep count of different unit's experience. Currently I am making a Pokemon game and I want it to be the best there is, since all the others I've played either aren't balanced or have boring gameplay.

I would like to keep track of every single Pokemon's experience (at least 6 Pokes per player) points as well as level in the leaderboard if it can be done.

If you don't understand what I'm trying to say, post your questions. I will gladly try to answer them happy.gif

Thanks in advance.
Report, edit, etc...Posted by -bilal92- on 2006-07-27 at 02:03:43
Ya man your in luck right website, lol. Go to map tutorials in the section map tutorials, here one sec lemme get url

ADDITION:
Tutorial here it is
Report, edit, etc...Posted by MindArchon on 2006-07-27 at 02:14:42
QUOTE(-bilal92- @ Jul 26 2006, 11:03 PM)

Ya man your in luck right website, lol. Go to map tutorials in the section map tutorials, here one sec lemme get url

ADDITION:
Tutorial here it is
[right][snapback]532429[/snapback][/right]


bila, next time you post a tutorial make sure it actually relates to the question he wants answered.

The way I would do it, is I would store the experience of the pokemon inside its death counter.

So lets say the active "pokemon" is a marine. Transfer its experience (kills and razings, etc) to the marines unit deaths. Then when the unit deaths reaches 10 000 or whatever the unit "levels up". You can at this point transfer its experience to another death counter, or leave it where it is.

This method unfortunately doesn't work if the player can have more then one of the same pokemon, or the player can have more then one pokemon out at the same time.

I hope I offered some insight.
Report, edit, etc...Posted by DarkSlayer on 2006-07-27 at 12:59:31
Eh... sorry, I'm not understanding much >.<

QUOTE
So lets say the active "pokemon" is a marine. Transfer its experience (kills and razings, etc) to the marines unit deaths. Then when the unit deaths reaches 10 000 or whatever the unit "levels up". You can at this point transfer its experience to another death counter, or leave it where it is.


Is there no limit to the max deaths? and also, I didn't get the part where you said something about transfering Deaths (in this case, experience) to another death counter.
Could you give me more info? Maybe even a trigger example tongue.gif



QUOTE
This method unfortunately doesn't work if the player can have more then one of the same pokemon, or the player can have more then one pokemon out at the same time.


I guess I'll have to limit the amount of same type of Pokemons to 1.
When you said no more than one pokemon out, did you actually no more than one pokemon KILLING at the same time?

I know, me noob cry.gif pinch.gif helpsmilie.gif
Report, edit, etc...Posted by xenogenesis on 2006-07-27 at 18:42:33
If you are allowing all Pokemons to pop out at once and commence attack, I don't
think there's a solution. However, if you are allowing the player to to "choose" the
Pokemon they are going to use, I guess there might be a way.


1. If there is a place in the map unreachable by normal means (or, if you prevent
players entering the space by blocking it with a location + trigger) you could use
the spot for "counting" measures.

2. Say you have a location with a ground unit along with 5 beacons. Whenever you
place the unit on a beacon, each beacon will toggle the switch of the Pokemon that
you are about to summon.

3. If you want the stats such as energy or HP to be kept as well, then you should
assign the pokemon to neutral player when it's unsummoned, move the pokemon
from the map to a certain area where summoned pokemons are kept; and move
it back near the player when it's summoned, assign the Pokemon back to player.
Unfortunately, I am not sure how you can spawn it back near the player character
because it's impossible to assign a location every time the character moves. (or
you might have to cover the entire map with a bunch of small locations, which is
pretty likely to be a pain in the butt)

4. Or you could just remove the Pokemon it and spawn it whenever you want it to
get summoned. (I suggest to move it, since it would be cheap if they restore their
HP every time they are unsummoned and summoned back)

5. When a Pokemon is summoned, set the corresponding switch. And when a kill
is made, create a flag (or whatever thing that has a small size) in the given area
mentioned on Step 1.


Trigger
Description:
When Pikachu kills an enemy unit
Players:
¤ Computer player
Conditions:
¤ Current player has suffered at least 1 death of Enemy type 1.
¤ 'Pikachu' switch is set.
Actions:
¤ Create 1 Flag at 'Not accesible area' for current player.
¤ Modify death counts for Current player: Set to 0 for Enemy type 1.
¤ Preserve Trigger.
¤ Comment: Death Count


Then you could use the number of flags to count the exp of the Pokemon. For a
different Pokemon summoned, simply create something different like a Civilian or
a Zergling. You could also give different amounts of exp by modifying the Enemy
type and giving more flags for difficult enemys. If there are too many flags, then
remove 20 flags and create something like 1 khalis crystal which will represent 20
flags.



Edit: A long descrpition which isn't so easy to understand, but I think that should
definately work. biggrin.gif
Report, edit, etc...Posted by DarkSlayer on 2006-07-28 at 00:03:03
Alright that just gave me a nice idea to start working with.

Soon I'm going to post a demo of my map and see what everyone thinks of it, to know if I should continue or not.

I'm not sure if anybody has mentioned it, but I still have no idea how to save the experience for a single unit and then storing it when I switch to another unit.

Now let me go back to my map making biggrin.gif

And genesis, in my map you battle with one pokemon at a time wink.gif
Report, edit, etc...Posted by MindArchon on 2006-07-28 at 01:14:36
Something like this

If the experience (whatever way you use, kills and razings, etc) is above 0, you want to subtract a set amount and store it inside the death counter of the pokemon:

Conditions:
  • Kills and Razings is at least 1
  • Current pokemon out is marine
Actions:
  • Subtract 1 Kills and Razings
  • Modify deaths for marine: Add 1
  • Preserve Trigger
You could make it cycle faster by adding amounts for greater numbers (100, 1000, etc) and by adding hyper triggers.

You would then compare the death counts for the marine as it's experience.
Report, edit, etc...Posted by xenogenesis on 2006-07-28 at 01:18:45
QUOTE(MindArchon @ Jul 28 2006, 01:14 AM)
Something like this

If the experience (whatever way you use, kills and razings, etc) is above 0, you want to subtract a set amount and store it inside the death counter of the pokemon:

Conditions:

  • Kills and Razings is at least 1
  • Current pokemon out is marine
Actions:

  • Subtract 1 Kills and Razings
  • Modify deaths for marine: Add 1
  • Preserve Trigger
You could make it cycle faster by adding amounts for greater numbers (100, 1000, etc) and by adding hyper triggers.

You would then compare the death counts for the marine as it's experience.
[right][snapback]533179[/snapback][/right]


That seems to be way better than the method that I've mentioned.
Ah well, guess you forget things when you were away from it for a long time.
The last time that I used StarEdit was around 2 to 3 years ago. tongue.gif
Report, edit, etc...Posted by Syphon on 2006-07-28 at 12:51:24
You could have locations off to the side for each of your 6 active pokemon. If you preplaced them on the map you could get there unit IDs and detect whenever they kill a unit with EUDs, then add something that signifies experience in the small location.
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