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    posted a message on [SOLVED] Leveling System

    @BasharTeg: Go

    How should the global variable be regulated? It can't be hero gains a level. I don't like the idea of a periodic event either. Maybe it could be tracked threw the exp system trigger? When a hero gains exp from killing a unit, set the level variable there?

    Posted in: Triggers
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    posted a message on De-Agro System

    @Necromoni: Go

    The levels are set by zone. So zone 1 will have levels X threw Y and each zone increases by 4.

    Quote from abvdzh: Go

    @Zero0018: Go Depends on how you want to set up things, If this is cooperative rpg it has a sense if one hero starting attack and everybody get agro. If you want do so only attacking player can generate agro, you can set visibility radius first, as i suggested, and then put on it some buff for identifying him as attacker, and issue order to attack the one who has this buff on.

    It's an open rpg. Everyone has free reign to do whatever they want.

    Posted in: Data
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    posted a message on [SOLVED] Leveling System

    @BasharTeg: Go

    That should do the trick. Thank you.

    I also forgot to mention, some times the trigger will fire multiple times off of one level up. I've had the mondo 5 fire twice in a single level up.

    Will this fix that as well?

    Posted in: Triggers
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    posted a message on De-Agro System

    @FunkyUserName: Go

    How would I setup the validator to check mob level vs hero level, and if <=5 level difference, attack.

    Posted in: Data
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    posted a message on [SOLVED] Leveling System
    Levels 2
        Events
            Unit - Any Unit gains an experience level
        Local Variables
        Conditions
            ((Triggering player) is in Players) == True
            ((Unit type of (Triggering unit)) has Heroic attribute) == True
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Experience level of (Triggering unit)) < 63
                    ((Experience level of (Triggering unit)) mod 3) == 0
                Then
                    UI - Display "+1 Ability Point" for (Player group((Triggering player))) to Subtitle area
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Experience level of (Triggering unit)) mod 5) == 0
                Then
                    UI - Display "+1 Mutation Point" for (Player group((Triggering player))) to Subtitle area
                Else
    

    Ok. So if hero X goes out and kills a monster and said monster gives enough EXP for the hero to skip a level, the skipped level will BYPASS this trigger causing the modulus to do nothing and essentially screwing over the hero as no ability points or mutation are awarded for said skipped level.

    How can this be fixed :?

    Posted in: Triggers
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    posted a message on De-Agro System

    @abvdzh: Go

    This would work for one player. I don't see how that would work for six. It's a good idea though.

    Posted in: Data
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    posted a message on Moving UI Elements threw triggers

    @DeltaV: Go

    Wow how retarded. Thanks for figuring that out. Was super confused. Guess I am SOL.

    Posted in: Triggers
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    posted a message on De-Agro System

    So in my RPG, if your hero is 5 levels higher then an enemy target, you will NOT get any more xp from them. The mobs, however, wills till aggro you and you to them.

    I want to setup a system that will cause the mobs to ignore the hero if the hero cannot get EXP from it and visa verse. However, I still want the ability to attack each other if the player decides to initiate an attack. There is also six players with multiple different heroes the player can be.

    I think this could be done with validators and buff checking, but I can't seem to grasp a system where it would work. Can someone who is better at data come up with a system that will work? I want it to be data only. No triggers.

    I would highly appreciate it!! :D

    Posted in: Data
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    posted a message on Moving UI Elements threw triggers

    @DeltaV: Go

    Yes. It's the exact two actions listed above. I literally copied and pasted it to my map. I am not using any other dialog hook up. The only action in the entire map is that one. I was thinking originally maybe it had to do with an element of the UI that I hid (like minimap, etc.), but i disabled them all and no dice.

    The error I am getting is included in the screenshot 3.

    Posted in: Triggers
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    posted a message on Moving UI Elements threw triggers

    Dialog - Hooks up an existing Panel in the standard UI called "UIContainer/FullscreenUpperContainer/ObjectivePanel"

    Dialog - Move (Last created dialog item) to (0, 0) relative to Bottom Left of dialog for Players

    I am trying to move the OBJ panel to a different position on the screen. The above code WORKS exactly the way it should on a blank test map. HOWEVER, on my map, it does nothing. Why? What could be causing this? There is no UI files on my map. I don't get it.

    Posted in: Triggers
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    posted a message on Auto Cast - Auto Turret

    I cannot get this to work. The stupid raven will auto cast PDD, seeker missile, and the other ability I gave him, but will not cast auto turret.

    Has anyone had any success getting this to work?

    Posted in: Data
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    posted a message on Dynamic Event Idea's

    Hello all. I am working on a new gameplay element in my RPG "Zero's Beta Open RPG." These mode is going to be a new hero type called the Swarm Queen who's sole purpose is army control and management. I'm not going to go into any details as of yet, but there is going to be random dynamic events that spawn around the map which can be done by army units.

    All army units will not agro any normal mob that spawns. This will give the SQ player the ability to go to zones that the player's cannot assuming they are underleveled. The point of the SQ is to capture each enemy faction base. Once all factions have been destroyed you win the map essentially.

    What I need from the community is some really fun and creative dynamic events. I would really appreciate some creative works to make the map even better.

    Thank you for your time. I look forward to seeing what this awesome community can come up with.

    Posted in: General Chat
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    posted a message on Bodies not disapearing on death

    @DrSuperEvil: Go

    So.... I ended up just removing the combat checker system behaviors from the burried forms. Thanks anyways.

    Posted in: Data
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    posted a message on Bodies not disapearing on death

    @DrSuperEvil: Go

    How do you set it up for more then one unit? I have 16 forms you can change into. Each form is it's own hero. 14 of those forms has a burried form.

    Do I make one unit for each hero type then add them all to the combine?

    Posted in: Data
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    posted a message on Bodies not disapearing on death

    Cool thanks for fixing the first issue. Still need help with the second.

    Last post made:

    Do I need to set the unit compare to anything or leave as is? As for the unit filter, HOW do you setup a unit or unit type? All I could do was do a filter by type like burried. Under the unit all u can pick is effects. I set it to burried and the original in combat buff is being removed regardless of being burried or not.

    Posted in: Data
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