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    posted a message on PLEASE HELP: Creating Random Loot

    @peranzormal: Go

    Thanks for responding. Basically, what I'm trying to figure out is how to set item descriptions based upon its roll.

    For example, let's say I picked up an item with +3 Strength and +3 Vitality... how would I know that? There doesn't seem to be a way to modify item tooltips - like, the text that pops up when you hover over something.

    Posted in: Data
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    posted a message on PLEASE HELP: Creating Random Loot

    Greetings,

    I'm using a placeholder trigger to play around with creating random loot. I'm going to modify it later, but so far it looks like the following.

    Anyway, my problem is that I'm stuck on trying to figure out how to edit the item's descriptions. How can I randomly set the name of the item? For example, Poisonous Badass Sword of the Bear?

    How can I set the descriptions to correspond with the item's stats? For example, if the item was created with a roll of 3 Lethality, how can I make my players know that?

    Events

    Unit - Any Unit creates a unit with ability Any or behavior No Game Link

    Local Variables

    Conditions

    And

    Conditions

    ((Triggering unit) is Invulnerable) == True

    (Number of weapons on (Triggering unit)) == 0 Actions

    Unit - Add (Random integer between 0 and 3) Hero - Lethality to (Triggering unit) from (Triggering unit)

    Unit - Add (Random integer between 0 and 3) Hero - Brilliance to (Triggering unit) from (Triggering unit)

    Unit - Add (Random integer between 0 and 3) Hero - Vitality to (Triggering unit) from (Triggering unit)

    Thanks,

    Potfish

    Posted in: Data
  • 0

    posted a message on The Professionals

    @DuckyTheDuck: Go

    Done. Thanks!

    Posted in: Map Feedback
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    posted a message on The Professionals

    Greetings,

    I recently finished a new map and decided to make a little video. It is currently available on U.S. servers as The Professionals.

    Sincerely,

    Potfish

    Posted in: Map Feedback
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    posted a message on ENDER RPG: Please Test! Videos Included!

    Greetings,

    I made a map a while ago called ENDER RPG. Unfortunately, it remained unfinished until I decided to update it and include videos for an overview of the game. I was wondering if you wonderful people would like to test the map and provide feedback.

    Here are some videos for your viewing pleasure:

    OVERVIEW:

    FINAL BOSS:

    I'll be improving and updating the map as often as I can.

    Thank you,

    Potfish

    Posted in: Map Feedback
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    posted a message on PLEASE TEST: Ender RPG
    Quote from Trokka: Go

    Writing this as I watch the vid, so bear with me. It's a bit of a commentary I guess. I'll grab a copy of the map when I'm back home.

    Loading screen: "50 minutes" of game sounds pretty enduring. Maybe just say 'protect queen Morah from an onslaught of enemies and the fiercest of all, the Ender of time"

    Character select: Looks really nice. I like the smoothness of the camera - its "just right" in terms of speed and distance to the heroes.

    Gameplay: For some reason I never liked "Hero" maps where it's got a freeroaming camera. From what you said about building stuff I guess I can see the logic behind having a free one, but using a non-fixed camera makes the combat less tense (IMO). I like a good fierce battle.

    The map looks well designed. The floating text on the secondary objectives looks really nice and direct, and I like the inclusion of the difficulty on it.

    Lord Pussius Maximus is a fitting title for a guy who's sole job is to not die :P

    The loot system is pretty cool. In a fast paced map its nice that you don't have to screw with dragging and such. Bobs Bazar is nice too, but the run over there might be a bit tasking? The boss' spawning was frantic as hell in a good way.

    Question: If you were to have 4 total players, would each person ideally split to each base to cover those tentacle guys, and upon the final boss, all bulk up at Queen Morah?

    Thanks for the remarks.

    Actually, there are no Solars when the final boss spawns. Players are able to focus entirely on just the boss and the waves currently in progress. I figured it would be a good "reward" for being able to defend the Shrines for so long.

    What I forgot to mention in the video is the Portal Shrine. It's a building each player can construct... it has three spells to use. One of them is a teleport to help players get around the map easier.

    I also forgot to thank OneTwo in the video. I learned a lot from his tutorials. I found some bugs with his character selection thing and respawn thing, but I was able to get it to work well.

    Posted in: Map Feedback
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    posted a message on PLEASE TEST: Ender RPG

    Greetings,

    I released a map called Transcendence RPG quite some time ago. Unfortunately, the only unlocked copy was on my hard drive when it crashed. I was able to get it back, though, so I worked off that and made it into what I am now calling Ender RPG (U.S. servers) . I made a video showing the map:

    For anyone who does not want to watch the video, the map basically works like this:

    Players vote on a difficulty, choose their hero, and then must protect Queen Morah until the timer reaches 0:00. To win, players must defeat the Ender of All, who arrives when the timer ends.

    Heroes gain experience and can obtain loot. Every level players can improve their hero's Brilliance, Lethality or Vitality. There are common, rare, epic, and legendary items. Players can also build structures, hire mercenaries, and purchase upgrades for their hero/mercenaries.

    There are also four secondary objectives to consider. The first two are Shrines of Morah, which must be defended or else the enemy (including bosses) are granted increased maximum health. There is also a powerful boss in the middle of the map who, if defeated, grants minerals and boosts Imperial forces, and Lord Pussius Maximus, who summons reinforcements to aid your cause if he remains alive when the timer reaches 10:00.

    Please test and let me know what you think.

    Thank you,

    Potfish

    Posted in: Map Feedback
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    posted a message on Omg... I think I'm a monkey... or maybe a donkey...

    @grenegg: Go

    I tried that, too. It doesn't work. Here is the trigger I tried for the created unit event.

     Ability: Agent Drone
        Events
            Unit - Any Unit creates a unit with ability Any or behavior No Game Link
        Local Variables
        Conditions
            (Unit type of (Created unit)) == Hero - Agent Drone
        Actions
            Unit Selection - Add (Created unit) to control group 2 for player (Owner of (Created unit))
    
    Posted in: Triggers
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    posted a message on Omg... I think I'm a monkey... or maybe a donkey...

    OK, I am trying to do the most simple thing imaginable and for the life of me I cannot figure out why it won't work. I have a unit that uses the "Build Point Defense Drone" ability. I want the drone to automatically be bound to the #2 control group for the player when it spawns.

    Here is my trigger... please someone tell me what I am doing wrong. Please.

        Events
            Unit - Any Unit uses Hero - Build Point Defense Drone at Generic1 - Any stage (Include shared abilities)
        Local Variables
        Conditions
        Actions
            Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Owner of (Triggering unit)) matching Required: Robotic, with at most Any Amount) and do (Actions)
                Actions
                    Unit Selection - Add (Picked unit) to control group 2 for player (Owner of (Triggering unit))
    
    Posted in: Triggers
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    posted a message on PLEASE TEST: Machrium (Alpha) (Video Included)

    Greetings,

    I was working on this map for some time and would appreciate any feedback. On U.S. servers, the map is called Machrium (Alpha). Here is a short video showing what the game looks like followed by an in-depth description.

    What is Machrium?

    Welcome to Machrium, an immersive metropolis that serves as an assembly for criminal scum. You are a contract killer, but to eliminate foes for unfathomable wealth, you must first eliminate your competition. Defeating your enemies in a law-abiding city, however, will require deception and the assistance of Machrium's corrupt populace in risk-reward type gameplay.

    How Does it Work?

    Each player receives a hero - all of which are the same except they look different - with the goal being to eliminate all other heroes. This will be no easy task; imposters of each hero wander throughout Machrium, and with no initial way to tell the difference, players must deceive and manipulate the game's environment.

    Survival can be ensured several ways. Players may travel to specific locations within the game world to bribe, contract, or hire corrupt citizens. Doing this will provide the player with bonuses depending on the citizen. For example, players may contract a Mistress who moves throughout Machrium, offering her "services" to well-paying clients, providing income.

    Players may also leave the city and travel to the Exiled Lowlands - a hostile environment with no law enforcement - to earn bounty by killing wanted enemies. Additional income can also be earned by killing other enemies and through randomly spawning pickups.

    Although players may obviously want to kill everything in sight, Machrium is, as mentioned before, a law-abiding metropolis. Any player who engages in unlawful violent activity, excluding self-defense, will receive a Wanted level. For example, attacking a Peddler will place Wanted (1) on your hero while attacking a Herald will place Wanted (3). The highest level is Most Wanted, which is only obtained by attacking another player's imposter.

    A contract killer who is Wanted will have their maximum health reduced by a percentage and the law will be provoked into attacking them for some time, depending on the level. A hero who is Most Wanted will also be pinged on the mini-map. Attacking enemy heroes, Ruffians, and Ruffian Warlords is considered self-defense.

    The game is designed so that, eventually, players may purchase so many upgrades that they can overwhelm law enforcement. This makes the game a race for income while deciding over risk-reward when attacking another player's hirelings or killing an imposter.

    Game's Features

    • Play one of six contract killers - The Butcher, Executioner, Fanatic, Gentleman, Punisher and Professional.
    • Each hero has an array of abilities: Adrenaline, Black Powder Round, Killer's Promise, Enveloping Shroud, Agent Drone and Satellite Sweep. All abilities are free but have significant cooldowns, enhancing the game's risk-reward gameplay.
    • Scavenge resources to bribe, contract, or hire up to 6 citizens and purchase up to 13 upgrades.
    • All heroes, imposters, and pickups spawn in random locations while NPCs are assigned random AI patterns. In addition, all upgrades can be obtained in any order. This provides replayability as nearly every game can be different.
    • Any hero who is damaged will be more vulnerable because imposters are killed in one attack; health bars are hidden but players may hover over units to display them.
    • Abandoned Radars stand in the Exiled Lowlands, displaying enemy movement to whoever controls them.

    Coming Soon

    • A restoration fountain will be placed in the Exiled Lowlands, providing health regeneration.
    • The Beer Garden will offer several drinks. Players will be able to purchase these for temporary bonuses.
    • Scripted events that occur at random times. Players may engage in these events for rewards, utilize them to locate one another, or avoid them completely.
    • Custom loading screen!
    • More hirelings!
    • More upgrades!
    Posted in: Map Feedback
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    posted a message on HELP: Two Triggers, One Error... Can You See It?

    I also have one more question about something else...

    I understand how to create a random unit for a random player. However, I am struggling because I need to ensure that none of the random units are created more than once. I also need to figure out how to make each unit spawn at a random region (there are six players, units and regions).

    There must be a simplistic way to do this with variables but I cannot figure it out. I think if I can figure out how to do this, it may solve the original problem I still have...

    Posted in: Triggers
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    posted a message on HELP: Two Triggers, One Error... Can You See It?

    OK... I made changes to the triggers, updated the thread with them, and made the thread more clear. The problem still persists.

    I used some of Soulcarverr's suggestions and it did not solve the problem (although it made the triggers a lot better). I am sooo confused I have nooo idea what the problem could be.

    Oh, and I have to assign the attacking player to a variable and then use that variable because the wait condition makes the trigger forget.

    Posted in: Triggers
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    posted a message on HELP: Two Triggers, One Error... Can You See It?
    Quote from SouLCarveRR: Go

    @Pottfish: Go Revive Trigger Notes

    Please learn how to code better

    This bit here:

    General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Player (Owner of (Triggering unit)) Vespene) == 4
                Then
                    UI - Display "Your hero has four (4) lives remain..." for (Player group((Owner of (Triggering unit)))) to Subtitle area
                    Sound - Play Dialogue_TransmissionStart for (Player group((Owner of (Triggering unit)))) (at 100.0% volume, skip the first 0.0 seconds)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Player (Owner of (Triggering unit)) Vespene) == 3
                Then
                    UI - Display "Your hero has three (3) lives remai..." for (Player group((Owner of (Triggering unit)))) to Subtitle area
                    Sound - Play Dialogue_TransmissionStart for (Player group((Owner of (Triggering unit)))) (at 100.0% volume, skip the first 0.0 seconds)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Player (Owner of (Triggering unit)) Vespene) == 2
                Then
                    UI - Display "Your hero has two (2) lives remaini..." for (Player group((Owner of (Triggering unit)))) to Subtitle area
                    Sound - Play Dialogue_TransmissionStart for (Player group((Owner of (Triggering unit)))) (at 100.0% volume, skip the first 0.0 seconds)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Player (Owner of (Triggering unit)) Vespene) == 1
                Then
                    UI - Display "Your hero has one (1) life remainin..." for (Player group((Owner of (Triggering unit)))) to Subtitle area
                    Sound - Play Dialogue_TransmissionStart for (Player group((Owner of (Triggering unit)))) (at 100.0% volume, skip the first 0.0 seconds)
                Else
    
    should look like this 
    Set TempLives = Player (Owner of (Triggering unit)) Vespene
    
    General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (TempLives) > 0
                Then
                    UI - Display "Your hero has four (TempLives) lives remain..." for (Player group((Owner of (Triggering unit)))) to Subtitle area
                    Sound - Play Dialogue_TransmissionStart for (Player group((Owner of (Triggering unit)))) (at 100.0% volume, skip the first 0.0 seconds)
                    You may want to actually revive the hero at this point?
    

    Remove the Uncommandable condition at the top of the trigger.

    @Pottfish: Go What is not firing? Which trigger..... Im assuming if the resurection is working then the resurection trigger is working fine right? Agro Trigger Notes Remove the conditions on the trigger they are unneeded

    Actually, I need the uncommandable part as there are other units in the game, some of which are uncommandable.

    Yes, the revival trigger always works fine. The problem is that the AI response trigger does not fire for units that have been revived. Oh, and thanks for the code suggestion... I was looking for a way to make it shorter.

    Posted in: Triggers
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    posted a message on HELP: Two Triggers, One Error... Can You See It?

    @SkrowFunk: Go

    Let me rephrase. The AI response trigger works perfectly, but when a unit dies and is resurrected, it does not fire at all (no aspect of the trigger seems to work) for that resurrected unit. Nonetheless, the trigger continues to work as it should for units that have not been killed yet.

    This does not make sense to me because the resurrected unit is the same as the unit that was killed.

    Posted in: Triggers
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    posted a message on HELP: Two Triggers, One Error... Can You See It?

    I have two triggers - one is an AI RESPONSE and the other is a UNIT RESURRECTION.

    The AI RESPONSE trigger works like this: if a player's hero attacks something it is not supposed to, there are penalties and guards are provoked into attacking.

    The UNIT RESURRECTION trigger works like this: if a player's hero dies, it is resurrected and receives a temporary behavior which makes that hero invulnerable but unable to attack for a short time.

    BOTH OF THESE TRIGGERS WORK

    HERE IS THE PROBLEM: When a player's hero dies and is resurrected, the AI RESPONSE trigger no longer fires FOR THAT HERO, while working for all other heroes that have NOT been resurrected. The AI RESPONSE trigger does ABSOLUTELY NOTHING when the resurrected hero attacks something it is not supposed to. I do not know why because the unit that resurrects is the same as the unit that dies.

    I checked the unit resurrection trigger with and without the added behavior and it did not help. Please look at the triggers and see if you can discover the problem. Or, perhaps, someone could give me a suggestion.

    AI RESPONSE TRIGGER

            Unit - Any Unit is attacked
        Local Variables
            Player: Attacking Player = (Empty player group) <Player Group>
        Conditions
            ((Triggering unit) is Hallucination) == true
        Actions
            Variable - Set Player: Attacking Player = (Player group((Owner of (Attacking Unit))))
            UI - Display "Your hero attacked an imposter! - C..." for Player: Attacking Player to Subtitle area
            Sound - Play Music Alert: Clone (Any Soundtrack Index) for Player: Attacking Player (with cue Any Cue) and Do Not make default
            Sound - Set Music soundtrack to play Once for Player: Attacking Player
            Unit - Set (Attacking Unit) Life (Percent) to (((Attacking Unit) Life (Percent) (Current)) - 40.0)
            Ping - Ping the minimap at (Position of (Attacking Unit)) for (All players) over 8.0 seconds, using the color (100%, 0%, 0%)
            Player Group - Pick each player in Player: Attacking Player and do (Actions)
                Actions
                    Player - Make player 7 treat player (Picked player) as Enemy
                    General - Wait 20.0 Game Time seconds
                    Player - Make player 7 treat player (Picked player) as Ally
    

    UNIT RESURRECTION

            Unit - Any Unit dies
        Local Variables
        Conditions
            And
                Conditions
                    ((Unit type of (Triggering unit)) has Heroic attribute) == true
                    ((Triggering unit) is Hallucination) == false
                    (Player (Owner of (Triggering unit)) Vespene) > 0
        Actions
            Player - Modify player (Owner of (Triggering unit)) Vespene: Subtract 1
            Unit - Create 1 (Unit type of (Triggering unit)) for player (Owner of (Triggering unit)) at (Start location of player (Owner of (Triggering unit))) facing 270.0 degrees (No Options)
            Unit - Add 1 Hero - Sanctuary to (Last created unit) from (Last created unit)
            Camera - Pan the camera for player (Owner of (Triggering unit)) to (Position of (Last created unit)) over 1.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Player (Owner of (Triggering unit)) Vespene) == 0
                Then
                    UI - Display (("Player " + (Text((Owner of (Triggering unit))))) + " has one (1) life remaining.") for (All players) to Subtitle area
                    Sound - Play Dialogue_TransmissionStart for (All players) (at 100.0% volume, skip the first 0.0 seconds)
                Else
    
    Posted in: Triggers
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