| 10-06-2002, 11:05 PM | #1 |
"www.trekinc.net/(5)HeroQuest-episode2.w3m" Is my rpg with it fully functioning. This should also be the final version of my RPG, so dl it and have fun =) "www.trekinc.net/DialogStatMenu.w3m" Here is the code that drives it. This allows the user to select 1 of many heros, and have different starting stats for each character. The way this code is written, it will support any number of players. Do I want others to use this code? YES Do I want others to edit it to fit their maps? YES Do I want others to take it, use it and slap their name on it? NO. If you are gonna use it, be kind and give me some credit, after all i pulled most of my hair out tryin to get it to work Is this code 100% efficent? nope, can probly be rewritten to use less triggers. Why did you use so many varibles? Becuase I had problems gettin it to work with dialog arrays If I contact you via e-mail, aim, icq, or on this board, will you reply and help me with my problem? Yes Are thier any special requirements I need for this to work? Yes, before opening in the map editor, you will need GoldenUrg's Trigger Patch. Get it here: http://www.wc3campaigns.com/modules....=getit&lid=291 That should be it, forgive me if i forgot anything, its been long day, im tired as hell. Enjoy!:ggani: |
| 10-06-2002, 11:51 PM | #2 |
Daken my dialog test 3 (bag and stat demo found in the utilty function triggers) does the exact same thing for stats. Perhaps you can look and meld the two peices of code so that you can include choosing heroes (something I overlooked due to being plain lazy.) Also you can probably look at my code and change my 4 to a variable Bj_integer(can't remember which one)[0] that would be player amount. I haven't checked out your code but my method for Stats is possibly the cleanest method (my bag on the other hand isn't so grand.) |
| 10-07-2002, 02:53 AM | #3 |
Yea i tried altering yours, but my lack of skill in Jass stoped me =), This one does eveything without using custom text, so its easier for editing |
| 10-07-2002, 06:52 PM | #4 |
True but it only will work for upto 5 players my way is possible to expand up to 12 players with no problem. Personally, I find Jass easier then GUI, as I hate clicking a zillion times in a row. |
| 10-07-2002, 07:04 PM | #5 |
Not true, all you need to do it copy a trigger and change its values (if 5, make it 6, or 7 or 8 and so on). Basicly my little thing here is for people that dont understand custom text and perfer blizzard style of triggers. |
| 10-07-2002, 07:10 PM | #6 |
Ah but then you have to copy each trigger each varaible and replace it etcetra. Mine works off 6 arrays (only 3 variables) and you don't even have to interact with them just fix the indexer functions and your set. And the for loop A (which are synomous with player). |
| 10-07-2002, 07:16 PM | #7 |
True, but what about people that dont understand Jass (custom text) they wont be able to use your stat chooser, yours is for the advanced programers, Mine can be used by anybody. Im not sayin mines better than yours or yours is better than mine. Im just tryin to open this up for everybody to use. Also yours, all the heros have to have base stats of 15 strn/agil/intel. I redesigned it so they can start with whatever for thier base stats. and it will keep track. Im also making an update where tomes (+1 or +2 specific, or +1 all) will not mess up the counter and stats, that will be ready soon. |
| 10-08-2002, 07:06 PM | #8 |
For the second point I'm wholly offended look at the code there is 3 values set to 15 with comments that say //str //agi and //int respectively. One could tamper with those to any value he so chooses I chose 15 becuase 15 is a logical balanced number. As there are 52 total stat points for a starting Average hero and 15 seemed a whole lot better then 17 or 16 as 15 leaves a great deal of room for customization. (which roughly translates to less work for me if you can customize your hero some more). Tome tracking is already done in a Dialog Test III ver 1.1 (which hasn't been released). Also mine doesn't require any nasty trigger patches (Which doesn't work well for people like me who use Allow Local File requiring me to always create new versions of my SEMPQ BLINK editor), In short: My stat editor is alot more clean, but requires some knowledge of programing without getting the HebeyJeebies when looking at. Your method is far from cleanest method but can easily be added by the "Newbiest of All Newbies" with almost no effort. And Stealing is bad. Don't kill children either. |
| 10-08-2002, 07:29 PM | #9 |
I didnt steal your triggers, i created my own, i said it wasnt the neatest, and i siad this was for people who didnt know jass programing and yes its for the "noob" people, as you call it, to take and plop into thier maps.. whats the big deal? why do you have to bash it? What i meant by 15 for strn/intel/agil is: Eveyhero the player choose's has to have X strn, X Intel or X agil (whatever those 3 numbers where) I created Varible arrays so each hero can have different starting base stats for the menu. For Example, 1 hero can have 20, 15, 34 (strn agil intel respecitvly) another hero can start with 19,30,25, and so on. Dont take what i said wrong, i was not trying to offend you. You did hard work on that dialog program, and i complentment you on your work. |
| 10-09-2002, 07:12 PM | #10 |
I was just trying to end the argument :). I was comparing the 2 peices of code. I Don't like map theives after re-reading your first post I thought I should say something to that extent I thought Stealing is bad made sense and its completely irrational for me to think you stole my code (I looked at it by extracting the .j file theirs only 1 simmilarity our Dialog menu and that is done differently by me & you). I wasn't insulting your way Why do I always come out as the bad guy? I thought I was making a point that mine is less code but is ScARY to add to a map, and your is easy to add but requires alot of copy paste. You can easily in mine remove the STR AGI INT from the defination loop and place it above the loop and edit each one (just instead of using ForLoopA for part 2 of the array you would have to actually go ,x for player x hero) by hand. I once again will restate for the DEMOs sake I was looking for a good easy example and it seemed like a perfect set of numbers allowing 7 additional points to be distrubited. Vs 16 which produced 4 (quite unexceptable for customize) or 17 which left you with a measly 1. That said Is it okay for me to say you shouldn't kill children or run them over? |
| 10-09-2002, 07:26 PM | #11 |
Last last night i was experimenting with your code and mine, and i think i got a way to allow eveybody to use it in thier maps without having to edit any jass script. Which im sure alot of people will appreciate:ggani: Im still hammering out the bugs of combining the 2. By messing arround with custom text and convering triggers to custom text i learned about about jass (i still suck at it, but i can follow logic very easily), and probly sometime tonight i can have a beta. You gonna be arround later tonight? Perhaps you can look over the new code when its rdy. |
