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Mana Detection Help

11-09-2004, 05:41 PM#1
TGhost
Hi i have a problem, the problem is:
im making a dbz type map for me and my friends. Normally when you go super saiyan, in a dbz map. You would use gold to stay super saiyan(in most maps)
But i want it to be so that you use your mana instead and it works good. Expect that i cant detect if a units mana drops below 100?
Just so you know you select hero at start you dont start out with a hero so that i can use Select Unit to detect the mana so plz help!
well i have made 1 solution already but the problem is that im using a pereodic time event so that the trigger firest every 1.50 second and that will cause abit lag. Not sure how much thought.

Thx in advance
11-09-2004, 06:16 PM#2
Anitarf
1.5 second periodic trigger means absolutely no lag whatsoever, unless you do some crazy looping, and I mean really crazy, which I assume you are not doing. As long as you are not memory-leaking, periodic events are nothing to worry about.
11-10-2004, 12:12 AM#3
thedevil
If u want ur hero drain out mana in super mod then just use immolation and set damage to 0 go to buff and delete all effect and make mana drain per second as u wish it the simple way to do isn't it
11-10-2004, 05:04 AM#4
TGhost
i might use the immolation. And also, yeah it isnt any crazy loops or if/then/else's wich i use so thx alot both of you
Gave you both reputation
11-10-2004, 02:56 PM#5
InXo
Heres my example it works out like the 1 in TSR 2

Trigger (Super Saiyan Activate)

Event - A player (Equal 2 red) types Ss(Super Saiyan) As an exact match

Conditions - Triggering unit - Equal to Goku(or whoever u like)

Actions -

Add ability(ITEM ABILITY!!!!) - Super saiyan health for unit -goku

Add ability(same as up there) - Super saiyan Stat bonus for unit -Goku

Add ability(same as up there) - Super Saiyan Armor Bonus for unit -goku

Add ability(same as up there) - Super Saiyan Speed bonus for unit -goku
Of course u have 2 make thoose abilitys in the ability creator first!

(Trigger Super saiyan drain) :
Event : Timer (Something with the time) Then u can make it each sec. or each 3rd sec or what u like

Then create the action (If / Then / ELSE)

It will write : If all conditions are true do then do (then actions) otherwise do (else actions)

Condition : Unit (Goku) Has ability : Super saiyan health (equal to true)
Condition : Unit (Goku) Has ability : Super saiyan Armor bonus (equal to true)
Condition : Unit (Goku) Has ability : Super saiyan speed bonus (Equal to true)
Condition : Unit (Goku) Has ability : Super Saiyan Health bonus (Equal to true)
(the conditions have 2 be in the If /then / else trigger!)

Then Actions : Unit - Mana Amount (or something like that) drain X mana



I dont remember how me and Doctor-pepper made the revert trigger cause im writing this from work but if u want help / help with map just add me on msn my mail is [email protected] i will be able 2 help u from home but i hope u could use my advice
11-10-2004, 04:20 PM#6
Anitarf
Quote:
Originally Posted by InXo
Heres my example it works out like the 1 in TSR 2
What you wrote doesn't even work, because the "chat string" event gives you no "triggering unit".
11-11-2004, 05:29 AM#7
TGhost
i noticed that too but well thx for trying to help. But i will stick to the old item method. I mean where yuo get a item wich hold all the stats.
11-12-2004, 12:33 PM#8
Anitarf
Quote:
Originally Posted by TGhost
i noticed that too but well thx for trying to help. But i will stick to the old item method. I mean where yuo get a item wich hold all the stats.

If you can do that, you can also easily do the add-ability-method. Just whenever you would add the item, you add the abilities instead, and whenever you would remove the item, you remove the abilities. It's a better solution, as all of these item-based abilities (health/stat/armor/speed bonuses) don't leave an icon.
11-12-2004, 08:22 PM#9
InXo
Omfg Anitarf i was programming the triggers for the saiyan race 2 so u stfu ok ?! as i wrote i was at work so i cant remember it all from there u c !? the