| 09-01-2004, 08:21 PM | #1 |
Ok, I love this community and I troll the boards every once and awhile to solve a problem I have. This one is a bit more complicated and specific so I wanna ask the expert triggers. I am pretty novice with the editor so please excuse my ignorance. Here's the deal, I would like to devise a system where a certain unit uses specific abilities to accumulate "combo" points. These stored combo points are used to activate better abilities and their effects are dependant on the number of combo points stored (for those who are familiar with the WoW Rogues this is where I got my idea). Example: Hero1 executes combomove1 on A_target. Hero1 gains 1 combo points. Hero1 executes finishermove1 on A_target. Hero1 loses all combo points. Hero1 attempts to execute finishermove1, but fails due to lack of combo points. Someone gave me the idea of using the leader board to show how many combo points someone has on a target, but that's tackey. What I had in mind is using buffs. For instance, making custom buffs like "Combo points 1" so you can click on the target and see how many points you have stored. Or merely using varibles and use floating text and special effects to denote how many combo points you've earned. Like every hit with the combomove I would have the floating text say 1... and so on. I want the system to have a maximum of 5 combo points and a way to easily manipulate the finisher moves so their effects are directly dependant on the number of combo points on the target. So, what would be the easiest and most effective way for me to do this? If it's complicated I'm more than willing to learn. AIM: drkumi thanks everyone |
| 09-01-2004, 08:30 PM | #2 |
Sorry havent red about any WoW rogues, not planning to buy :) So could you explain what you mean by combomove1 and finishermove1? Why r u supposed to loose all combo points when he uses finishermove1? Why does he gain points for using combos? If you explain the whole "idea" alittle more, i can promise you i can help |
| 09-01-2004, 08:39 PM | #3 |
I can help you here. First, your best option is to make it variables. Make 1 variable called combo1, 1=player1. Make the variable interger. Second create a trigger. Code:
Events- Unit begins to cast ability (first combo) Conditions- Triggering unit owned by player1 Conditions- Triggering unit = to (hero) Actions- Add 1 to interger variable (combo1) Now make another Trigger. Code:
Events- None Conditions- Variable (combo1) has = to 1 point Actions- Remove ability (first combo) from triggering unit Actions- Add ability (second combo) to triggering unit Actions- Turn off trigger (this trigger) Another trigger. Code:
Events- Unit begins to cast ability (second combo) Conditions- Triggering unit owned by player1 Conditions- Triggering unit = to (hero) Actions- Add 1 to interger variable (combo1) ------------- Code:
Events- None Conditions- Variable (combo1) has = to 2 points Actions- Remove ability (second combo) Actions- Add ability (Third combo) to triggering unit Actions- Turn off trigger (this trigger) Now keep doing this process until you reach the final combo, then use this trigger. Code:
Events- Unit begins to cast ability (final combo) Conditions- Triggering unit owned by player1 Conditions- Triggering unit = to (hero) Actions- Remove ability (final combo) from triggering unit Actions- Add ability (first combo) to triggering unit Actions- Turn on trigger (all previously turned off triggers) Actions- Set interger variable (combo1) to 0 Hope I helped. ![]() |
| 09-01-2004, 09:22 PM | #4 |
Sorry, I did explain that rather vaguely. Alright lemme try this again. Azhag, that is actually a really good idea. I may end up doing that, but I had something else in mind initially. But thank you very much for another option I can use. OK here we go: The class is called a Rogue and whenever the Rogue uses "combo" moves they gain combo points on whatever target they used those combo moves on. The problem with Azhag's idea is that I had 2 skills that gain you combo points and the finisher move is an entirely different skill. I'll try to give a better example. Rogue executes combomove1 on A_target Rogue gains 1 combo point on A_target Rogue executes combomove2 on A_target Rogue gains 1 combo point on A_target Rogue has a total of 2 combo points at this point Rogue executes finishermove on A_target and deals X dmg*2 (2 being the number of combo points accumulated, this is just a sample formula to determine the dmg of the finisher move) Now that the Rogue executed the finishermove, all the combo points are used up and the Rogue's combo points are now reset to 0. If the Rogue attempts to use the finishermove without any combo points triggers will prevent the rogue from using it. So, now there's 2 combo point abilities to choose from, doesn't matter which one the Rogue uses, they both gain a single combo point when used on a target. Hopefully thats a little bit more clear. And do you guys have any suggetsions on how to display the number of combo points that have been gained? Thanks again for your help |
| 09-01-2004, 09:26 PM | #5 |
Do you want the combo points to be stored on attacked units or the attacker? |
| 09-01-2004, 09:47 PM | #6 |
Hehe. Simply Make a leaderboard that records combo points. |
| 09-01-2004, 10:39 PM | #7 |
Stoner, if you read previously and properly, you would have read that, he doesn't want to use a leaderboard cause of its crappy look. Simple. Code:
Events- Unit begins to cast ability (combomove1) Events- Unit begins to cast ability (combomove2) Conditions- Triggering unit owned by player1 Conditions- Triggering unit = to (hero) Actions- Add 1 to interger variable (combo1) This way if the player uses either combo, it will still get the points. Now to make the finisher move. Code:
Events- None Conditions- Interger variable (combo1) = to 5 Actions- Turn off trigger (combo trigger) This trigger is to prevent the combos to go above 5. Code:
Event- Interger variable (combo1) = to or greater then 2 Conditions- None Actions- Add ability (finishing move) to triggering unit This is to make it so, you can't use the final move when you have 0-1 combos. This one is a little sloppy, cause I don't think there is a Interger variable event. If there isn't post again and I'll post a backup. Code:
Events- Unit begins to cast ability (finishing move) Conditions- Triggering unit owned by player1 Conditions- Triggering unit = to (hero) Actions- Set interger variable (combo1) to 0 Actions- Remove ability (finishing move) from triggering unit Actions- Turn on trigger (combo trigger) The end part, turn on combo trigger, is use just in case the person has maxed the combos. This way you can do the combo abilities again, and start from scratch. Now for the damage on the ability. You need to trigger damage the entire finisher move. I'm not sure how you would make the trigger, but if you really need help with it, post again, and I'll help you. Hope I answered your question the way you wanted. |
| 09-01-2004, 11:36 PM | #8 |
Thank you so much! This is an excellent start for me, I'm positive I can handle the rest! Only one more thing I would like to figure out. If its possible to place "buff" icons on the target to indicate how many combo points are on a particular target. Well, thats just a small problem, Ill work on this system right away. Thanks again Azhag! |
| 09-01-2004, 11:41 PM | #9 |
Ya, I'm pretty sure you can, it might be under the ability section, in the actions of triggering. Well glad I could help. |
| 09-02-2004, 12:02 AM | #10 |
You know it would be 110% cleaner, easier, and have less side-effects if you used custom unit values instead? |
| 09-03-2004, 09:34 PM | #11 |
this stuff isn't exactly for newbs but it's good ![]() |
| 09-03-2004, 11:15 PM | #12 |
well if u use handle-handle variables u can keep track of how many combo hits specific units have taken, without using up custom value, and allowing multiple instantiations of it with different players |
