| 07-23-2006, 07:35 AM | #1 |
I'm doing an epic adventure, exploration, survival map. What I want is that when an explorer enters the center of the region, it triggers 1 to 3 units to spawn within the region. But I also want to limit the amount of creatures/resources that spawn. Should this be an array? I'm having trouble figuring out what the exact trigger should be. Also once I get all the regions done I want to be able to variable them so that they are never the same place on start up. Like for example right now region 1 spawns tigers, and region 2 spawns elks, and region 3 spawns centaurs. I want it so that on the start of game region 1 could spawn either tigers, elks or centaurs, and so could regions 2 and 3. But I don't want the regions to duplicate either, and I don't want a resource spawned from any region to be missing. I plan on having about 30 resources that can be found... maybe more. |
| 07-23-2006, 08:15 AM | #2 |
I can't give you the entire triggers for doing all that, but here is how I would do it in a pseudo-step by step way, trying to keep it easy:
If anything is unclear or if I misunderstood anything just point it out, and me or someone else will surely help you on. |
| 07-23-2006, 09:16 AM | #3 |
resources are gold and oil |
| 07-23-2006, 10:34 AM | #4 |
So when you say 30 resources, does that mean 30 gold and oil? I thought you meant 30 different resources :) |
| 07-23-2006, 06:51 PM | #5 |
30 different resources, I guess I could list them all. Some are aquired, some can be refined. Some require killing animals to get. Some are purchased directly from stores, while others you just need to stand in their zones to aquire them. I plan on adding more to the list later on. Overland routes, Level 1 only. Level 1 Trade Goods: Bones, Myrrh, Gold, Ostrich Feathers, hatchets, daggers, necklaces, jade, iron, animal skins, lumber From Center: Bones, Myrrh, Gold, Ostrich Feathers, From Central South: hatchets, daggers, necklaces, Jade From Central East: Iron Ore, Animal Skins, Lumber Oceanic routes: Level 1 and up Level 2 Trade Goods: Glass, Spices, Weapons, Tools, Jade Refined, Gold Refined, Ivory Tusks, Rhinocerous Horn, Slaves, Animal Hides From North West: Glass, Spices, weapons, tools, Jade refined From South East: Gold, Ivory, Rhinocerous Horn, Slaves, Animal Hides Level 3 Trade Goods: Ponies, Skilled Labor, Velvet, Silk, Skilled Labor, Iron Refined, Merchanteering Technologies. From Central: Scrying Bones, Incense, Gold items, Ostrich Fans, From Central South: +2 Hatchets, daggers, enchanted necklaces, Refined Jade From Central East: Refined Iron, Fur Coats, Seasoned Lumber Level 4 Trade Goods: Dyed Silk, Fine Wines, Skilled Labor, Coral Reefs, Merchanteering Technologies II, Mercenaries Level 5 Trade Goods: Fine Silk Robes, Fine Fur Cloaks, Milled Lumber, Oil, Fine Jewelry, Salted Fish, Grapes, Barley. Level 6 Trade Goods: Lace, Dragon Scales, Steel Ore, Goldstone, Unicorn's Horns, Cocoa Beans, Fine Craftsmen Tools, Jade, Gold, Silk, Silver, Ivory, Lumber, Fine Wine, Skilled Labor, Coral Reefs, Velvet, Myrrh, Merchant Vessels, merchant vessel upgrades, trade cities: Central For animals and Lumber I already wrote my own codes, but I was wondering if there was a way to give them a facelift from the old RoC codes, beyond creating regions for all of them. My goal on such a facelift would be to reduce the number of strings necessary to achieve the same results therefor making the whole code smaller and more compact. Short example, I didn't feel like pasting it all in. But it goes through Players 1-10 like this. Trigger: ![]() fishing
![]() Events
![]() Unit - A unit owned by Player 1 (Red) Acquires an item
![]() Unit - A unit owned by Player 2 (Blue) Acquires an item
![]() Unit - A unit owned by Player 3 (Teal) Acquires an item
![]() Unit - A unit owned by Player 4 (Purple) Acquires an item
![]() Conditions
![]() ?Unit Type of ((Hero Manipulating Item)) Equal to Pool
![]() Actions
![]() If (((Item-type of (Item being manipulated)) Equal to The Lion Horn of Stormwind) and ((Random integer number between 1 and 2) Equal to (Random integer number between 1 and 2))) then do (Item - Create at (Position of (Triggering unit))) else do (Do nothing)
![]() If (((Item-type of (Item being manipulated)) Equal to The Lion Horn of Stormwind) and ((Random integer number between 1 and 4) Equal to (Random integer number between 1 and 4))) then do (Item - Create at (Position of (Triggering unit))) else do (Do nothing)
![]() If ((Item-type of (Item being manipulated)) Equal to The Lion Horn of Stormwind) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (Do nothing)
![]() If ((Item-type of (Item being manipulated)) Not equal to The Lion Horn of Stormwind) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (Do nothing) |
