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Event Response: Player pays Tribute

11-22-2003, 04:33 AM#1
Allquixotic
Hi all,

I know there is not a trigger like the one in the message title currently in the editor - but I was wondering if anyone has developed a custom event or trigger that might facilitate this. I am willing to work with Custom Text, no problem at all. I either need a function to call or a nice GUI, but either one will work. Also, if it's not worth writing a generalized trigger to detect when a player gives tribute (meaning, they give gold or wood to someone) I would appreciate a reply containing a loose algorithm I can use to:

1. Determine who's giving tribute to who (or guess and test is fine if we're really taking stabs in the dark)

2. Since I'll be dealing with lumber values less than 100 as the only type of tribute I care about, I need to know when the tribute is LUMBER. Determining the value transferred is an unnecessary bonus - I can use variables to track how much lumber everyone has based on time elapsed.

3. "Undo" the transfer and tell the player, "naughty naughty!" :knife:

Short background, so you know to what cause you are contributing:

I may be stupid for doing this, but I'm trying to take the basic WinterMaul map (which is kinda boring and flat, without many triggered "features" to spice up life) and give it every new feature I can imagine without imbalancing gameplay. We're talking creature comforts, things that commonly come up as "I wish I had that!!!", as well as alternative modes of play. One mode of play I've devised is that (for those familiar with WinterMaul) you can opt to receive 9 lumber at the beginning of the game, thus allowing you to build every element, but as a consequence you are not ever allowed to train any of the Ultimate Towers (the ones that cost ~350 gold) or the Laser Cannon, even if you are Gray. I have found that a Commander (my name for the default style of play) can hold his own, success-wise, against a Tactician (my new devised gameplay type) in the early levels, and once the Commander gets his second piece of lumber at wave 15, he can still incorporate "some" element of tactics - but nothing near the versatility of a Tactician. The converse is true as well: a Tactician who uses a "smart" maze of the right towers can beat the game without ever needing any ultimate towers... primarily because of the combination of poison and ice, which makes for VERY slow units, and the other elements which can take advantage of this extreme slowness with their superior damage-over-time. This careful balance is torn apart if a Tactician decides to tribute a few lumber to a Commander, who then builds 3 or 4 element types and can get their ultimate towers, too. I intend to prevent tacticians from "helping" Commanders ruin the game by getting more than 2 elements' ultimate towers. OK, that's all. If you are interested in the 10 other modifications I have made to the standard idea of WinterMaul, PM me. Several of my triggers are applicable to most tower defense maps.
11-22-2003, 04:53 AM#2
FerretDruid
You just trying to prevent all lumber transfers? You could try something like, at map initialization setting all players to treat their allies as neutral with shared vision. I think that would prevent all transfers.. Then make another way to transfer gold to allies, like everyone gets a gold box or something they can click one with a dummy ability to transfer X amount of gold to their ally?

I have never played wintermaul or it's clones so I can't give you a more appropriate answer, this is just a general suggestion. Though I think there is a way to override transfers, like I've seen it in a map before or something.