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Staredit Network -> Concepts -> Equipable Armor System
Report, edit, etc...Posted by Phyrion on 2004-09-05 at 13:30:50
This is already in progess in an RPG that I am making. You can only do this with Protoss units, and basically what it is, is a trigger that sets the unit's shield points to a certain lvl (using hyper triggers) so in effect it is like armor. In addition to the equipable armor, one of the characters has an armor aura which stacks on top of a unit's existing armor rating (armor rating being the amount of shield points the unit has). I've discovered a really simple way to do this, which is to create a set of triggers, in ascending order, which use deaths of an unused unit to keep track of how much armor a unit has.

Example:

Condition: Player 1 has suffered 0 deaths of Left Facing Door.
Action: Set shield points to 0% for unit owned by Player 1.

Condition: Player 1 has suffered 1 deaths of Left Facing Door.
Action: Set shield points to 5% for unit owned by Player 1.

Condition: Player 1 has suffered 2 deaths of Left Facing Door.
Action: Set shield points to 10% for unit owned by Player 1.

And so on.

The genius of the system is that is doesn't matter where the "deaths" are coming from, so you could have a character that is naked, but has lvl 10 armor aura giving him a lot of armor. Or you could have a character with lvl 1 armor and lvl 1 armor aura giving him a lvl 2 armor rating, as is demonstrated in the following.

Example:

Condition: "Equip Leather Armor" is clear.
Condition: Player 1 brings exactly 1 Civilian to "Equip Armor Area".
Action: Set "Equip Leather Armor".
Action: Add 1 deaths of Left Facing Door for Player 1.

Condition: "Lvl 1 Armor Aura" is clear.
Condition: Player 1 brings exactly 1 Civilian to "Cast Armor Aura".
Action: Set "Lvl 1 Armor Aura".
Action: Add 1 deaths of Left Facing Door for Player 1.

So in this example, the player would have 2 deaths, and so would have their unit's shield points set to 10%.

One idea that this has given me for a cool enemy, would be one that has low life, but a huge armor rating, so your party has to focus fire on it to kill it.

Questions? Comments? Flames...
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-05 at 14:31:30
hmmm,i like that,i really like that...A+ ranking dude wink.gif

wots it gonna be called when its made?

really it does sound realy cool yes.gif
Report, edit, etc...Posted by BeeR_KeG on 2004-09-05 at 14:40:59
Sounds good, easy to manage but it has some flaws.
-You have a limit on how much armor you have.
-The shields will all have to be the same Shield Points therefore making all armors the same type. No heavy, light or medium armor. 1 point of Heavy armor will protect more than 1 point of lisght armor.
- Can't repeair armor since it runs on switches and you will have to clear the switches afterwards.
- You can wear lots of armors since it counts deaths.

I suggest changing some of the triggers to make it more cheat-proof, buggy and make it more realistic.

Good idea though, it was original and if you fix some stuff it could be great.
Report, edit, etc...Posted by CheeZe on 2004-09-05 at 14:44:37
shield recharges cry.gif

other ways:
decoys, subtract timers, blah
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-05 at 15:07:24
QUOTE
Example:

Condition: Player 1 has suffered 0 deaths of Left Facing Door.
Action: Set shield points to 0% for unit owned by Player 1.

Condition: Player 1 has suffered 1 deaths of Left Facing Door.
Action: Set shield points to 5% for unit owned by Player 1.

Condition: Player 1 has suffered 2 deaths of Left Facing Door.
Action: Set shield points to 10% for unit owned by Player 1.


Yea the fact that you can't hold shields at any specific value voids the theory... sad.gif
Report, edit, etc...Posted by Stereo on 2004-09-05 at 15:15:11
you people are talking about bugs in the system without even trying it? huh.gif The point is, if you have 10 shields and an enemy attack does 15, it will do 10 to the shield and then 5 to the actual hp. With a trigger that constantly sets it to 10 shields, all attacks to do 15 will do 5 damage to the unit.


-You have a limit on how much armor you have.

Nope. The max shields can be as high as you want, you just won't be able to make it very specific at low numbers. With 100 max shields you can have any amount of armor from 1-100.

-The shields will all have to be the same Shield Points therefore making all armors the same type. No heavy, light or medium armor. 1 point of Heavy armor will protect more than 1 point of lisght armor.

You can make heavy armor add 5 deaths and light armor add 1 death. pinch.gif \

- Can't repeair armor since it runs on switches and you will have to clear the switches afterwards.

You can have the armor each have a unit (well they would anyway so you can select them) and if equipped, they go to a special place and if that place has a unit and the switch is cleared, the armor needs repairs.

- You can wear lots of armors since it counts deaths.

Using the same method as previously, don't let them equip it if there is an "armorunit" already there. Maybe give "armor" and "aura" different locations.





The shield will stay at a constant value if you set it to that value with preserve trigger using hyper triggers.
Report, edit, etc...Posted by BeeR_KeG on 2004-09-05 at 15:26:15
QUOTE
-You have a limit on how much armor you have.

Nope. The max shields can be as high as you want, you just won't be able to make it very specific at low numbers. With 100 max shields you can have any amount of armor from 1-100.


You didn't think it logically. You can always add 1 point of armor, thus 1 point will equal 1% in the highest armor points possible. but if you get 101 armor you will still have 100 armor effects because you can't have 101% shields on a trigger.

QUOTE
-The shields will all have to be the same Shield Points therefore making all armors the same type. No heavy, light or medium armor. 1 point of Heavy armor will protect more than 1 point of lisght armor.

You can make heavy armor add 5 deaths and light armor add 1 death.  \


Then you could have less potential armor points. If 1 heavy armor point = 5 light and thus 20 heavy = 100 light. This means that if you get 21 heavy armor you still have effects of 20 heavy.
It is also wierd to be able to have way more light armor points than heavy.

QUOTE
You can have the armor each have a unit (well they would anyway so you can select them) and if equipped, they go to a special place and if that place has a unit and the switch is cleared, the armor needs repairs.


ummm...?

QUOTE
- You can wear lots of armors since it counts deaths.

Using the same method as previously, don't let them equip it if there is an "armorunit" already there. Maybe give "armor" and "aura" different locations.


THis will have to require different switches for having armor on/off.

QUOTE
The shield will stay at a constant value if you set it to that value with preserve trigger using hyper triggers.


Thus meaning armor cannot be broken. Maning it can't be repaired.
Report, edit, etc...Posted by Stereo on 2004-09-05 at 15:49:22
Wow I think you managed to misunderstand every single thing I said! New record!

QUOTE
You didn't think it logically. You can always add 1 point of armor, thus 1 point will equal 1% in the highest armor points possible. but if you get 101 armor you will still have 100 armor effects because you can't have 101% shields on a trigger.

How many different amounts of armor do you want? If you like pressing the "upgrade" button 20 times to get 20 stronger armor instead of moving a unit to a location good for you.

QUOTE
Then you could have less potential armor points. If 1 heavy armor point = 5 light and thus 20 heavy = 100 light. This means that if you get 21 heavy armor you still have effects of 20 heavy.
It is also wierd to be able to have way more light armor points than heavy.


I'm really not understanding what a "heavy armor point" is. If the armor is thicker, it adds more deaths, and you are harder to hurt. Simple.

QUOTE
ummm...?

Look. You have several types of armor you can choose to equip. Okay. Now lets say a Zealot indicates Light Pie Armor (3) and a Marine indicates Heavy Pizza Armor (7). You bring the Zealot to the "Equip Armor" beacon, it moves it to "Equipped Armor" location, and adds 3 deaths. You have 3 shields, or 6 shields, or whatever. Then, you decide you prefer the Heavy armor even though it slows you down (or something) so you take the Zealot to a part of the "Equipped Armor" location called "Unequip" and it gets moved back to where it started, and 3 deaths are subtracted. You take the Marine to the "Equip Armor" beacon, and it moves the marine to "Equipped Armor". Now you get smart and think, hey, maybe I can equip two types of armor! So you take the Zealot to "Equip Armor". The trigger checks that there are no units at "Equipped Armor".. oh wait, there IS a unit there. A message is displayed, and the Zealot moves back to the "Spare item" spawn point.

QUOTE
THis will have to require different switches for having armor on/off.

If the armor wears out, the deaths are subtracted, the unit is replaced with a "worn out Pizza armor". You go to the town, visit the blacksmith and he says "I will repair your armor for you. 30 Dollars Please" And you pay him, the "worn out Pizza armor" is replaced with "Heavy Pizza Armor (7)" and the death count is increased. You could unequip the "worn out" armor too, but it won't subtract any armor since it doesn't work anyway.

QUOTE
Thus meaning armor cannot be broken. Maning it can't be repaired.

I don't understand this one..
Report, edit, etc...Posted by qPirateKing on 2004-09-05 at 15:51:19
It makes perfect sense to me... if you don't think it works or whatever, that's your deal. You don't have to go around spreading your damned gospel like it's the word of God.

I think it's a pretty good idea. The death counter interaction with actual unit stats is definitely something that people should take note of.
Report, edit, etc...Posted by BeeR_KeG on 2004-09-05 at 15:56:17
QUOTE
How many different amounts of armor do you want? If you like pressing the "upgrade" button 20 times to get 20 stronger armor instead of moving a unit to a location good for you.


It's an RPG that he's making. Some people like to go full armor for more protection.


QUOTE
I'm really not understanding what a "heavy armor point" is. If the armor is thicker, it adds more deaths, and you are harder to hurt. Simple.


A heavy armor point is the same as a light armor point but the difference is that heavy armor is stronger meaning more shields, but that would need more deaths meaning for less total points.
Should make shields like this.
Light Armor - 100 shields, 1 shield point per 1 armor point
Heavy Armor - 200 shields, 2 shield points per 1 armor point.
Meaning you can get to 100 points but having different effects.

QUOTE
QUOTE
QUOTE
Thus meaning armor cannot be broken. Maning it can't be repaired.


I don't understand this one..


Since the armor is always constant at the same SP per armor point it means it will alwasy be constantly healing, and you can't break it or need repairs for it because it will always stay the same as stated here.

QUOTE(Stereo Posted Today @ 03:15 PM)
The shield will stay at a constant value if you set it to that value with preserve trigger using hyper triggers.


____________________________________________________________________

QUOTE
It makes perfect sense to me... if you don't think it works or whatever, that's your deal. You don't have to go around spreading your damned gospel like it's the word of God.

I think it's a pretty good idea. The death counter interaction with actual unit stats is definitely something that people should take note of.


It's not that I don't think the idea is good. I actually think it's good. The thing is I would like it to be more cheat-proof so people won't find ways to go around the system and abuse it or cheat or find unfair advantages.
Report, edit, etc...Posted by Phyrion on 2004-09-05 at 15:57:03
•All of the comments regarding making it less, buggy, less able to be cheated, you can wear multiple armors etc. would/will be addressed by the mapmaker, I wasn't going to type out all of the triggers smile.gif

•As for heavy armor/light armor... before this there was no armor, slow down smile.gif
Anyway, less armor would equal lighter armor, more armor would equal heavy armor. If you wanted to make even more involved you could have it so that certain characters, like mages couldn't equip heavy armor (therefore equaling less shield points) and this would give an advantage to the melee characters who could smile.gif

•You could have triggers that required the armor to be repaired, the armor would have a certain value and everytime an enemy came within the hero's location, that armor value would decrease, heavy armors would require less frequent repair smile.gif

In addition to my original post, I thought I would mention that you could have the unit's actual armor (the armor you upgrade at the forge) represent that character's natural defensive ability. One thing about this system, since it deals with constants, is that after a bit, weaker enemies will deal no damage to armor-wearing hero, which I guess is a bit negated since they will reduce the armor's repair rating, so there is some damage done to hero that way.

Also, using this same system, you can give the hero charms and/or armor that also increase their life. You know like in Diablo, +vit armor and charms happy.gif
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-09-05 at 16:31:52
QUOTE
It's not that I don't think the idea is good. I actually think it's good. The thing is I would like it to be more cheat-proof so people won't find ways to go around the system and abuse it or cheat or find unfair advantages.


Dude it would be pretty :censored:ING EASY to trigger it so you can't equip multiple armor. That's a pretty NULL ISSUE dumbass.

QUOTE
Since the armor is always constant at the same SP per armor point it means it will alwasy be constantly healing, and you can't break it or need repairs for it because it will always stay the same as stated here.


Wow dip censored.gif . The player kills a certain number of units and then it says "Woop dee doo! Your armor is broken, bizatch!" Then it stops working. I'm not going to get into the specifics but that's not the hardest thing to do.

I don't know what this whole "Heavy" "Light" Armor censored.gif is all about. P1 wears "Heavy Leather Armor" and get's a certain amount of armor points. Maybe you make him walk slow or some censored.gif . Player does "Light Leather Armor" or something and gets less armor but doesn't have to deal with the slowness. It's not like these armor things are going to STACK! You can SUBTRACT points when the player UNEQUIPS the :censored:ing armor, dip censored.gif .
Report, edit, etc...Posted by BeeR_KeG on 2004-09-05 at 16:38:22
Would your armor break of you were a ranged unit killing melee in one hit?
No, therefore that method can't be used in the late stages of the game.

I know you can make 2 armors not be equiped at the same time by using switches.
I already said that in a previous post.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-09-05 at 16:55:15
A ranged attacker has to do all that shuffling around. He drops down on one knee, raises his arms and bam! Blows an Beer_Keg's head off. During that bit of physical movement he kind of like.. bent his armor.. out of shape. Kind of. Or something. If you're not happy with that system then just don't have repairable armor. But this only works for protoss. That means like, Zealot, Dark Templar, Tassadar. I don't think anyone would use a Dragoon as a human player unit. Unless he was like some giant spider with a human head. So no ranged units! XD
Report, edit, etc...Posted by Phyrion on 2004-09-05 at 16:59:54
There's no way to have a completely accurate armor break system because the triggers can't track if a unit is actually damaging another unit. Unless, you wanted to use the scoreboard for HP. Basically, I'm not sure why people are saying, "Good idea, but wait- you can't have armor breakage so it sucks." A lot of games have armor without armor breakage, so I'm not sure why this is a criticism.
Report, edit, etc...Posted by Daigotsu on 2004-09-05 at 18:23:22
Yah your right. Although it can work if used right...if there ever is.
Report, edit, etc...Posted by T.s.u.k.a.s.a on 2004-09-05 at 21:18:38
I really like that: you get an A+ for effort and an A+ for a good job.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-09-05 at 21:31:27
Death counters for keeping track of HP isn't really very new. Applying it to shields doesn't really make it that special, either. Meh... the banality of the advanced mapper. :/
Report, edit, etc...Posted by NerdyTerdy on 2004-09-05 at 21:34:52
That's Pretty cool man... A+ you must've messed around a while or be extremely creative for that one thing though wouldn't the shield go up? wouldn't you need something that constantly set it to 5% and then it would be better. I think anyhows.
Report, edit, etc...Posted by Phyrion on 2004-09-05 at 21:50:25
QUOTE(NerdyTerdy @ Sep 5 2004, 08:34 PM)
That's Pretty cool man...  A+ you must've messed around a while or be extremely creative for that one thing though wouldn't the shield go up?  wouldn't you need something that constantly set it to 5% and then it would be better. I think anyhows.
[right][snapback]66537[/snapback][/right]



No because you use hyper triggers so the shield stays at the number you tell it to.

ADDITION:
QUOTE(Mini Moose 2707 @ Sep 5 2004, 08:31 PM)
Death counters for keeping track of HP isn't really very new. Applying it to shields doesn't really make it that special, either. Meh... the banality of the advanced mapper. :/
[right][snapback]66531[/snapback][/right]



Equipable armor though? Add to that, you could also have armor that gave you +mana (scoreboard mana) and +vit, and I've never seen that happy.gif
Report, edit, etc...Posted by TwiStEd vIsioN on 2004-09-06 at 12:44:32
Nice idea, I had thought about doing that but I could never think of the triggers to do it, or any story for the rpg, so I forgot about it
Report, edit, etc...Posted by Lisk on 2004-09-06 at 13:25:22
didnt read all of the censored.gif so here's my idea:
have a air toss units(scout or obs if u vision the comp) over the player
set its shield points to a % blabla
if the enemy can penetrate it it loses hp(durability)
as for the heavey armor-hero scout with 2x stats

the only drawback is that u need ranged air attacking units and deal with some other minor censored.gif , but its quite possible^^
Report, edit, etc...Posted by Phyrion on 2004-09-06 at 15:59:07
QUOTE(Lisk @ Sep 6 2004, 12:25 PM)
didnt read all of the  censored.gif  so here's my idea:
have a air toss units(scout or obs if u vision the comp) over the player
set its shield points to a % blabla
if the enemy can penetrate it it loses hp(durability)
as for the heavey armor-hero scout with 2x stats

the only drawback is that u need ranged air attacking units and deal with some other minor  censored.gif , but its quite possible^^
[right][snapback]67112[/snapback][/right]



No offence, but go back and read my original post, it's errm... more comprehensive then what you suggested happy.gif
Report, edit, etc...Posted by Paella on 2004-09-06 at 23:23:30
i like that idea, i may just use it some day.... what about different levels of armor?
Report, edit, etc...Posted by Lisk on 2004-09-07 at 10:21:02
well that armor does take 100% from any attack still sad.gif so you ll have minor problems balancing damages

also i didnt get some parts of your original post o.O got the main idea tho
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