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Exp Mechanics

06-05-2003, 10:40 PM#1
combatken
Is there a way to regulate how much experience creeps give. Say I want all level 1 creeps to give a set amount of exp (like 1-4), level 2 a bit more (6-9) and so on. Is there a way to disable exp and have a trigger that disturbutes exp based on the level of a creep, or would some kind of new system need be established? (I suppose I could do something with the leaderboard, but then it'd be too much like Dakan's Heroquest map ;D)
06-05-2003, 11:50 PM#2
Guest
You can set it to award the point value of the unit (+some random math value) to create the effect you are looking for. You need to set up a trigger that awards XP when a unit dies, but it isn't very difficult if you are familar with the triggers. Then all you need to do is go into the unit editor and set the point value equal to the level of the unit (or some "base XP" award value, if you like).
06-06-2003, 11:50 AM#3
DaKaN
-the first thing would be to disable all exp gain for all heroes.

-next you should make a unit-type array and set all the units you are using in your map to a spot in the array

-next you should make a integer array with a "base" value of exp to be rewarded and match those array index's to the units in the unit-type array

now the tricky part:

-when a unit owned by (the owner of the creep, probably neutral hostile) dies

run a loop though the unit-type array to find the dying unit

when you find the match, run a radius check around the owner of hte killing unit IF it is owned by a player. (works best if you have the players heros assigned to a unit array, i usualt use PHero[x])

If (region with size, from point (position of killing unit) 1200,1200 [the size] contains PHero[2nd loop index] then enable exp gain for that unit, set its exp to current exp + IntegerArray[1st loop index] then disable exp gain again


i use something similar to this in my HeroQuest RPG, but i did not use blizzards exp, i did everything i explained here except i stored thier exp in a integer varibale and used a leaderboard to display thier current exp. With this i was able to accomplish infanite levels.
06-06-2003, 03:20 PM#4
combatken
Wow. Nice. Didn't know it was that quarky. Thanks a lot ;D, I needed something like it because I was thinking of a map with a lot of reclassing and fairly extensive, and just 10 levels can be pretty boring if its a long map. Thanks again!
06-06-2003, 03:29 PM#5
DaKaN
note: you cannot get more than 10 skill points though
06-06-2003, 03:49 PM#6
combatken
In a lot of other rpgs, when you get to level 10 its just a lot of item whoring to boost stats and stuff. With a different exp system, you keep leveling, and that keeps things interesting ;)
06-06-2003, 04:29 PM#7
DaKaN
also note that when the hero hits blizzards level 10, you will need to control +stats via the SetHeroStrn() SetHeroAgil() and SetHeroIntel() functions (these are built into UMSE3.6 as GUI add-ins)
06-06-2003, 05:15 PM#8
combatken
If I did modify stats, they couldn't be permanently placed on said hero, because I want heroes to be able to change classes later in the game, and keep the same stats. Would messing around with upgradedata and making all your units affected by the same upgrade do something like that?

Well, here's what I'm sorta trying to do (not sure yet because I haven't done much with it in the editor):

I have 3 stats, Str, Agil, and Intel, the same hero stats blizzard gives, except I want only want these stats to give a low amount of bonuses (trying to keep values really low so they can build up), say a point in str gives you 1hp, and better regen if youre str based. But then the hero jumps over to another character. It keeps the str, agil, and intel points, but becauses its agility based, it loses the regen bonus but gains agility based bonuses. If I can't do that, then I at least want the stats carried over. Now, there are some ways I could accomplish this, but unfortunately, I'm not sure how to build on those ideas.

1. Invent 3 variables that store the stat data. When you pick your first class, it calculates what what stat-base you are, and when you level, it gives the extra bonuses you get for being that class. Then when you reclass, it would have to recalculate your class, remove the bonuses from the previous stat-base and applies it to the new stat-base. So I could move the variables over to some temp variables, but this starts to get sticky.

2. Use blizzard's normal 3 stats. Unfortunately, I don't know where you can modify what each point of each stat does. (I wouldn't want a 25hp bonus per strength point, but 1 or 2 or something).

If anyone has any ideas, or bits and pieces of triggers that would make either of these work, I'd be greatful. I'm probably in way over my head, but I might as well give it a shot.
06-06-2003, 05:41 PM#9
DaKaN
goto: http://www.trekinc.net/realms/dakan download heroquest episode 1 SE i have 6 custom stats, i dont use the normal strn agil or intel. and based on the hero you pick, what you put into the stat alters how the hero grows.

IE: a warrior class hero will gain 7 HP per point in vit, while a caster will only gain 3, or a hybrid will gain 5

same with mana, dmg, armor.

i also have stats that boost your HP and MP regen rates. i had trouble with the attack speed modifier.. it didnt seem to want to work past 1 level.

this uses custom upgrades
06-06-2003, 09:41 PM#10
combatken
Yeah, best rpg map I've ever played :D. (But we could never get that damn door open!) I guess upgrades will work.
06-07-2003, 04:00 AM#11
DaKaN
that was a bug in 1.0.2, 1.0.4 (which is on my site now) has only 1 bug reported and its nothing major, if you watch the first intro, for somereason all the unit sounds die out, ill figure this out soemtime (when i feel like lookin at it heh)

but if you need some help editing the upgrades let me know