Staredit Network

Staredit Network -> UMS Assistance -> Up go down...
Report, edit, etc...Posted by Ultramilkman on 2006-09-23 at 12:04:40
I know it's there, but I can't find it... Is there way to make upgrades go downward

Ex: 10000 for lvl 1, 9900 for lvl 2, 9800 for lvl 3, etc.
Report, edit, etc...Posted by DT_Battlekruser on 2006-09-23 at 13:28:29
He wants a negative increment for the upgrades. I've never seen such a way; no.
Report, edit, etc...Posted by JordanN_3335 on 2006-09-23 at 14:18:29
QUOTE(Ultramilkman @ Sep 23 2006, 12:04 PM)
I know it's there, but I can't find it... Is there way to make upgrades go downward

Ex: 10000 for lvl 1, 9900 for lvl 2, 9800 for lvl 3, etc.
[right][snapback]566373[/snapback][/right]


Impossible. You cant do that in an editor unless you make a mod or modified editor. (Not the standard ones.)
Report, edit, etc...Posted by xmrxsiegecopx on 2006-09-23 at 19:46:03
It's very possible, just not directly.

Using a level up system for example, you will use minerals as experience, and the upgrade cost will not increment (will stay at the same cost the entire time). This will also require a kills to cash system to work, obviously.

Level 1 begins with 0 minerals. Once you kill a certain amount of monsters, you will reach the 10000 mineral mark as your first level. What you would do now is set off a switch that changes the minimum amount of minerals you have. In addition, any excess minerals will be temporarily stored in another variable, such as gas, to prevent exceeding the max of 10000 minerals. When you use the upgrade, you will end up back at 0 minerals, below the minimum allowed, then the triggers will then set it at the minimum (say, 200 minerals), then will add the excess minerals from the alternate variable.


Trigger
Description:
Experience
Conditions:
¤ Current Player has x kill score.
¤ Switch 1 is cleared.
Actions:
¤ Preserve trigger.
¤ Convert kill score to minerals.

Trigger
Description:
Level up!
Conditions:
¤ Current Player has 10k minerals.
¤ Switch 1 is cleared.
Actions:
¤ Preserve trigger.
¤ Set switch 1.
¤ Display text "Level Up! Go upgrade.
-Minimum minerals increased to 200".
¤ Add 1 deaths of Level.

Trigger
Description:
Anti-Mineral Max
Conditions:
¤ Current Player has more than 10k minerals.
¤ Switch 1 is set.
Actions:
¤ Preserve trigger.
¤ Convert excess minerals to gas.

Trigger
Description:
Temporary Experience
Conditions:
¤ Current Player has x kill score.
¤ Switch 1 is set.
Actions:
¤ Preserve trigger.
¤ Convert kill score to gas.

Trigger
Description:
Start a new level
Conditions:
¤ Switch 1 is set.
¤ Current Player has exactly 1 Level.
¤ Current Player has at most 199 minerals.
Actions:
¤ Clear Switch 1.
¤ Set minerals to 200.
¤ Convert Gas to minerals.
¤ Display text "You have successfully upgraded.".
Report, edit, etc...Posted by Fwop_ on 2006-09-23 at 20:16:30
The way you wrote it out GoldenKnight seems a little confusing, but it should work if you just make minimum mineral limit, of course you also have to have 10000 be the max.

What I would do is make the ups cost like maybe 50 or something as (so mins dont get in the way) and detect when the player upgraded (loss in gas) and then subtract the amount of minerals. Of course, it would be annoying to do it for every upgrade point. And you have to have slower upgrades so the triggers can detect the gas consumption.
Report, edit, etc...Posted by Zeratul_101 on 2006-09-23 at 20:30:02
IRT GoldenKnight

i don't entirely understand the principle behind your system and it takes more triggers than necessary.

each upgrade will cost one gas. the effect is achieved through modifying the exp. = upg. conversion rate

anyhow, i'll show the triggers:

three levels of upgrades - starting at 3000 and decreasing by 1000

absolutely no preserve triggers


Trigger
Description:
level 1 => 2
Conditions:
¤ mins >= 3000
Actions:
¤ increase DC by 1
¤ subtract 3000 mins
¤ add 1 gas


Trigger
Description:
level 2 => 3
Conditions:
¤ mins >= 2000
¤ deaths exactly 1
Actions:
¤ increase DC by 1
¤ subtract 2000 mins
¤ add 1 gas


Trigger
Description:
level 3 => 4
Conditions:
¤ mins >= 1000
¤ deaths exactly 2
Actions:
¤ increase DC by 1
¤ subtract 1000 mins
¤ add 1 gas
Report, edit, etc...Posted by xmrxsiegecopx on 2006-09-23 at 20:37:54
QUOTE(Zeratul_101 @ Sep 23 2006, 05:29 PM)
IRT GoldenKnight

i don't entirely understand the principle behind your system and it takes more triggers than necessary.

each upgrade will cost one gas.  the effect is achieved through modifying the exp. = upg. conversion rate

anyhow, i'll show the triggers:

three levels of upgrades - starting at 3000 and decreasing by 1000

absolutely no preserve triggers








Trigger
Description:
level 1 => 2
Conditions:
¤ mins >= 3000
Actions:
¤ increase DC by 1
¤ subtract 3000 mins
¤ add 1 gas








Trigger
Description:
level 2 => 3
Conditions:
¤ mins >= 2000
¤ deaths exactly 1
Actions:
¤ increase DC by 1
¤ subtract 2000 mins
¤ add 1 gas








Trigger
Description:
level 3 => 4
Conditions:
¤ mins >= 1000
¤ deaths exactly 2
Actions:
¤ increase DC by 1
¤ subtract 1000 mins
¤ add 1 gas

[right][snapback]566651[/snapback][/right]

Preserve actions are for the purpose of reusing triggers, and to add linear stability, making it easier to debug the triggers/change the system.

@Fwop_: As for converting minerals to gas and vise versa, everyone should know how to do that. I just shortened it.
Report, edit, etc...Posted by Zeratul_101 on 2006-09-23 at 22:35:10
what are you talking about? thats not mins to gas. thats the whole system. you're 'buying' upgrades at cheaper prices every time.

preserves are not used because the triggers only need to run once.

ADDITION:
let me explain it in detail:

if you look closely, you'll see that each trigger has a death requirement(yes, the first one technically doesn't have it, but in the grand scheme of things, it practically does). the 1st trig = 0, 2nd = 1, 3rd = 2. the map will start out at 0 D, only allowing the first trigger to run. when the player reaches 3,000 min. the 1st trigger will fire and give gas to upgrade for one level. in addition, the D is raised by one, allowing only the 1st and 2nd trig to fire. but remember now, the first trig has already fired and does not have a preserve. therefore, only 2nd trigger is firable. when 2,000 mins come along, the 2nd trigger will fire, adding another upgrade and raising the death counter. meaning only the 3rd trig can fire(because of the DC value and the fact that the 2nd trig has fired without a preserve).

do you see why there are no preserve triggers? aside from the fact i only wnat each trigger to fire once, they are an additional safety against triggering errors(such as putting at least instead of exactly).

ps, ignore the increase DC in the third trigger. i was copying and pasting and forgot to remove it.



this system is very efficient, using only a single trigger per level.
Report, edit, etc...Posted by xmrxsiegecopx on 2006-09-23 at 23:40:34
QUOTE(Zeratul_101 @ Sep 23 2006, 07:34 PM)
what are you talking about?  thats not mins to gas. thats the whole system.  you're 'buying' upgrades at cheaper prices every time.

preserves are not used because the triggers only need to run once.

ADDITION:
let me explain it in detail:

if you look closely, you'll see that each trigger has a death requirement(yes, the first one technically doesn't have it, but in the grand scheme of things, it practically does).  the 1st trig = 0, 2nd = 1, 3rd = 2.  the map will start out at 0 D, only allowing the first trigger to run.  when the player reaches 3,000 min. the 1st trigger will fire and give gas to upgrade for one level.  in addition, the D is raised by one, allowing only the 1st and 2nd trig to fire.  but remember now, the first trig has already fired and does not have a preserve.  therefore, only 2nd trigger is firable.  when 2,000 mins come along, the 2nd trigger will fire, adding another upgrade and raising the death counter.  meaning only the 3rd trig can fire(because of the DC value and the fact that the 2nd trig has fired without a preserve). 

do you see why there are no preserve triggers?  aside from the fact i only wnat each trigger to fire once, they are an additional safety against triggering errors(such as putting at least instead of exactly). 

ps, ignore the increase DC in the third trigger. i was copying and pasting and forgot to remove it.
this system is very efficient, using only a single trigger per level.
[right][snapback]566728[/snapback][/right]

I was directing the minerals to gas part to Fwop_.

Yes, I can see your system is quite efficient. I usually think of ideas right on the spot (though I usually don't post them).

I currently have a theory of shortening the amount of triggers required for this, but I'm too tired to make a big post right now.
Report, edit, etc...Posted by Urmom(U) on 2006-09-23 at 23:57:11
Zeratul, the player may not want to upgrade right away though. To fix that just edit it like this:

Minerals is at least 1000
2 Deaths of DC
------
Add 1 for DC
Add 1 for DC2



Minerals is at least 2000
1 Deaths of DC
------
Add 1 for DC
Add 1 for DC2



Minerals is at least 3000
0 Deaths of DC
------
Add 1 for DC
Add 1 for DC2



Switch/DC is Set
Accumulates 0 gas
DC is exactly 1
-----
Subtract 3000 Mins
Clear Switch/DC



Switch/DC is Set
Accumulates 0 gas
DC is exactly 2
-----
Subtract 2000 Mins
Clear Switch/DC



Switch/DC is Set
Accumulates 0 gas
DC is exactly 3
-----
Subtract 1000 Mins
Clear Switch/DC




At least 1 death of DC2
Accumulates 0 Gas
Switch/DC cleared
-----
Set to 1 Gas
Subtract 1 DC2
Set Switch/DC
Preserve



I'm pretty sure that will work correctly, I might have made a typo somewhere because I'm tired. Just be sure to make the triggers in that order.

Edit: Did forget something lol
Fixed Trigger order
Report, edit, etc...Posted by Zeratul_101 on 2006-09-24 at 00:04:00
who said the player has to use their gas? its just there to be used whenever necessary.
Report, edit, etc...Posted by Urmom(U) on 2006-09-24 at 00:05:31
The player may not want to spend their minerals right away on an upgrade, your system removes the minerals immediately, and I fixed a mistake I made in trigger order.
Report, edit, etc...Posted by Zeratul_101 on 2006-09-24 at 00:14:04
it seems like you're overcomplicating it, you need two trigs for every level. i'd just add a set switch condition and a clear switch action to every trig - still maintaining one trigger per level. of course, i'd have to add a set switch trigger, but thats about it.

ADDITION:
ps, if i'm reading your trigger wrong, forgive me, i'm very tired.
Report, edit, etc...Posted by Urmom(U) on 2006-09-24 at 00:14:12
Can you post a quick example of a trigger, I'm not exactly sure what you mean by that.

Isn't it only like 9 PM on the west coast? tongue.gif It's 12 here.
Report, edit, etc...Posted by Zeratul_101 on 2006-09-24 at 00:16:42
mins = 3000
switch is set

raise DC by 1
subtract 3000 mins
add 1 gas
clear switch

ADDITION:
that was the revised first trigger
Report, edit, etc...Posted by Urmom(U) on 2006-09-24 at 00:20:41
Yes, I believe that you are misreading my triggers but don't worry, I forgive you! tongue.gif

What I am doing is every time the player gets to the mineral checkpoint for his level, adds 1 for the level death count and one for the mineral check deathcount (gives gas). Then when the player has 0 gas after being given 1, it checks to see what level they are and how many minerals to subtract. The only thing that I left out was a system to set the gas to 0 if the player goes underneathe the amount of minerals, IE:

The player accumulates 3,001 minerals and activates the first checkpoints. The player buys something and goes to 2,999 minerals. The player can still upgrade but doesn't have 3000 minerals. It's really easy to add though but I don't feel like updating my post. :\
Report, edit, etc...Posted by Zeratul_101 on 2006-09-24 at 00:30:53
aaawwww!! standing ovation for Urmom! i mean your actual mom. this one's an mean person tongue.gif j/k

i'm pretty sure mine still works, all i did was add a 'do you want to upgrade?' function

ADDITION:
lol at censors

all revised triggers

Trigger
Description:
"Do you want to upgrade?"
Conditions:
¤ w/e
¤ Switch is set
Actions:
¤ set switch


Trigger
Description:
level 1 => 2
Conditions:
¤ mins >= 3000
¤ Switch is set
Actions:
¤ increase DC by 1
¤ subtract 3000 mins
¤ add 1 gas
¤ clear switch


Trigger
Description:
level 2 => 3
Conditions:
¤ mins >= 2000
¤ deaths exactly 1
¤ Switch is set
Actions:
¤ increase DC by 1
¤ subtract 2000 mins
¤ add 1 gas
¤ clear switch


Trigger
Description:
level 3 => 4
Conditions:
¤ mins >= 1000
¤ deaths exactly 2
¤ Switch is set
Actions:
¤ increase DC by 1
¤ subtract 1000 mins
¤ add 1 gas
¤ clear switch


Trigger
Description:
Clear upgrade status
Conditions:
¤ Switch is set
Actions:
¤ clear switch
Report, edit, etc...Posted by xmrxsiegecopx on 2006-09-24 at 00:32:27
Here's a simpler system that requires only four triggers:

QUOTE(Degenerative Level Up System)
Upgrade cost = 1 Mineral
Level up = 10k Kill score
DC1 = minimum kill score counter (by 100)
DC2 = minimum DC1 counter
Maximum Levels = 100


Trigger
Description:
Degenerative Level Up System:
Level up!
Conditions:
¤ Current player kill score is 10k.
¤ Switch 1 is cleared.
¤ Current player has at most 99 DC1 deaths.
¤ Current player has at most 0 DC2 deaths.
Actions:
¤ Preserve trigger.
¤ Set kill score to 0.
¤ Add 1 mineral.
¤ Add 1 DC1 death.
¤ Set switch 1.
¤ Display text "Congratulations! You have leveled up."

Trigger
Description:
Minimum Experience Initialization
Conditions:
¤ Switch 1 is set.
¤ Current player has at least 1 DC1 deaths.
Actions:
¤ Preserve trigger.
¤ Subtract 1 DC1 death.
¤ Add 1 DC2 death.
¤ Add 100 kill score.

Trigger
Description:
Minimum Experience End
Conditions:
¤ Switch 1 is set.
¤ Current player has at most 0 DC1 deaths.
Actions:
¤ Preserve trigger.
¤ Clear Switch 1.

Trigger
Description:
Minimum Level Initialization
Conditions:
¤ Switch 1 is cleared.
¤ Current player has at least 1 DC2 deaths
Actions:
¤ Preserve trigger.
¤ Subtract 1 DC2 death.
¤ Add 1 DC1 death.
Report, edit, etc...Posted by Zeratul_101 on 2006-09-24 at 00:32:47
okay, i see what you mean now urmom, but instead of creating an enitrely seperate trigger for each level, i added two generic triggers.
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