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    posted a message on MSG From Blizzard.

    I'd like to Request something Add a Modify Behavior to Triggers in Editor

    Feature: Set or Modify Behavior

    Priority: 1

    Use: For Custom Heros with Stats like Strength, Intelligence ect (called Attributes in the Editor) it would be nice to modify them with Triggers (not just in the Data). That way you can Test out having 9999 Strength by typing -set strength 9999, with triggers I can already set my Hero Level or Health, Shields, Armor, with Triggers but no Support for Modifying Attributes except for in the Data.

    Example: Set Life Trigger [Events] Unit - Any Unit Enters (Triggering region) [Local Variables] [Conditions] [Actions] Unit - Set (Triggering unit) Maximum Life to 8765.0 with the above Trigger Code I can set my Life to anything within StarCraft II Life Limit. I'd like the same for Attributes Thanks.

    Posted in: General Chat
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    posted a message on Kills[Killing Streak]

    @Mugen245: Go

    If it is unit Preplaced (Already placed on the Map in the Editor) use The Event Units Dies and in the Conditions use The Killing Unit Click the [Value 2] and Change it to your Unit (Should be in the Value Tab). If the unit is Created after the map Starts use a Unit Variable after it's created such as Unit Create 1 Marine followed by a Set Variable My_Unit = Last Created Unit, then use The Event Units Dies and in the Conditions use The Killing Unit Click the [Value 2] and Change it to your Unit Variable (Should be in the Variable Tab).

    The Killing Streak I assume is a Integer Variable you have to Track the kills a Unit is getting which you would Increase in this Trigger such as Modify Variable (Integer) +1, or you can use Set Variable [Killing Streak] = [Killing Streak] + 1.

    If you need any more Help Post here or PM me.

    Posted in: Triggers
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    posted a message on Starmon - A pokemon style map

    @Mozared: Go

    That's a lovely Meadow are Those Solar Panels in StarCraft II or are they Custom Models?

    Posted in: Project Workplace
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    posted a message on Random Enemy Unit Fight

    @Talon0815: Go

    If you're using Strings to Store the Unit Groups (Unit Links of all Units of the Group) and one for storing the Chances, are you not adding extra steps and making it more complicated. Why not just use Unit Groups from the start and skip the String part, and How do you make a String of the Chance of Encounter do more than Show in a Chat Message the Encounter Rate. So it actually makes the Chance of the Encounter whatever Percent you say it is.

    @SoulTaker916: Go

    Take an integer make it random 1-4 and if int =1 then spawn boss one and so forth. This is closer to how I had hoped to Set up the Random Encounter's Except with Reals so I can get (with a out of 100.0) 0.04% Chances instead of having to make an Integer (4 out of a 10,000) to get a 4/10,000 = 0.0004 * 100 = 0.04%. With this I could Have 3 Units with a 33.32% of an Encounter, Say a if Real equals 1.0 to 33.32 then create 1 Marine for Player 15, if Real equals 33.33 to 66.64 then create 1 Zergling for Player 15, if Real equals 66.65 to 99.96 then create 1 Zealot for Player 15, if Real equals 99.97 to 100.0 then create 1 Stone Zealot for Player 15.

    But I'm not sure how to do the Range the Real or Integer should be Between for it, I can do it as a 1 to 4 since there is only one Number Representing each Unit but that makes them all a 25% of being Encountered but not able to have a unique Percentage of being the Encounter. Maybe there's a way with looping or something similar but I've not figured out how which is why I'm posting here for the HOW TO.

    The StarCraft 1 Method would work but it Wastes Map Space and does not allow for Control of what Chance you have to Encounter each Unit. Thanks to Both of you for the Post.

    Posted in: Triggers
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    posted a message on Random Enemy Unit Fight

    @oiisamiio: Go

    I'm look for how to Trigger a RPG style Random Enemy Encounter when you're not in a Town, City, or other Safe Zone. Similar to Final Fantasy Games where there are a Couple of different Enemy's you can fight while exploring the World. In a Forest you have a 50% to Fight a Wolf or a 50% chance it's a Plant type Monster, in a Cave you might face 80% of the time Bat's, 15% of the time a Bear, 5% of the time a Dragon.

    Posted in: Triggers
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    posted a message on Random Enemy Unit Fight

    Hi I'm looking to Trigger a Random Fight Mechanic for my Map, say I have 4 possible Encounters in Region 001, a Zergling, a Zealot, a Marine, and a SCV. Each with a 25% chance of being the Unit I Fight, but What if I want 8 Units the First 7 all having a 14.28% chance of being what you Fight and a Rare 8th Encounter with a 0.04% Chance of Fighting.

    This needs to be a very Flexible Trigger that I can set up any Percentage for the encounter from 0.01% all the way to a 100% (as in it's the only Encounter) with any Number of Units (from only a Marine being what you can Fight up to Each Unit in StarCraft and Beyond [if you have custom models added]).

    Posted in: Triggers
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    posted a message on Starmon - A pokemon style map

    The Desert sounds Excellent with Hidden Treasures to be PLUNDERED and Starmon Charging at you, I hope if you use Water Bottles to prevent Dehydration there the same Water Bottles used to Heal Starmon.

    Amazing you got More Buildings you can go into as before it was only gonna be for the Starcenters I believe, I only Thought up 8 Zones so if you have 12 Planned I look forward to exploring them all.

    I've not posted much since I like the decisions you're making and just want you to get the MAP READY for ALPHA PLAYING, can't wait to PLAY this and GOOD LUCK with the For Loops Issue. This might have the Solution for the For Loops LOOP Changes in Patch 2.0.10

    Posted in: Project Workplace
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    posted a message on (SOLVED) 40% of targets life

    @Triflin: Go

    Nice look forward to hear how you did it.

    Posted in: Data
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    posted a message on Starmon - A pokemon style map
    Quote from Trieva: Go

    @DaFunk86: Go

    If the main story was designed so players never get stuck (which doesn't require other ways to get exp/money) then that's the better design because you don't have to work anything up to catch up (which is what I see as grinding).

    @Trieva: Go

    Oh yes it looks I agree now that I get what you're talking about, That is how I feel that Starmon should be too, I was getting worried you were talking more about making all Battles (Trainer and Wild Starmon) skippable because you thought the game would be too GRINDY otherwise. The way you stated it in your quote above I agree 100% with.

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    @Trieva: Go

    Well then our Definition of GRINDING is very Different, since to me it means you HAVE to spend x amount of time GRINDING to Level Up just to be able to beat the area ahead otherwise you're stuck and no more things STORY wise to do only BATTLE what you've already fought.

    I don't see how Optional Side Stories that only make the Main Game Easier but are not Required to actually get through the Main Game Equals GRINDING. I'll give an Example say playing ONLY through the Main Story at the 4th Milestone Trainer your Starmon Team Average at around Level 35 and the 4th Milestone Trainer's Starmon Team Average at Level 30, but if you had done all the Side Story your Team Average would be at around Level 42 and the 4th Milestone Trainer's Starmon Team Average were at Level 30. Either way you can still beat the Gym Leader it's just even Easier and Even more likely if you did the Side Story.

    Now Here's an Example of what I think would be GRINDING in Starmon, doing the Main Story ONLY your Starmon Team Average were at Level 30 and the 4th Milestone Trainer's Starmon Team Average at around Level 45, but if you had done all the Side Story your Starmon would Average at around Level 40 and the 4th Milestone Trainer's Starmon were at Level 45. Either way you still might need to GRIND some Levels to beat the 4th Milestone Trainer it's just less Difficult and may be likely without GRINDING if you did ALL the Side Story.

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    OK I feel I need to give my opinion on all this talk of GRINDING, to me pokemon my Favorite RPG along with the .Hack GU PS2 games because the Story alone covers all your level grinding. Do any extra side quests help a NPC Character with something made the game even faster and less grindy by DOING something with some STORY ELEMENTS even if it's not the MAIN STORY got you more levels and money and MADE the MAIN STORY EASIER to get Through.

    Then there are GAMES with nothing but GRIND and very SPARSE (only little bits and pieces of STORY) STORY ELEMENTS, the best example to me is FINAL FANTASY 12. The best way to get through the Game STORY is by spending 4-8 Hours in the First Battle area Dalmasca Estersand. You might even need more than that because you should be Level 20+ if you want to progress SMOOTHLY past the MASSIVE WORLD littered with enemies just to GRIND for LEVELING UP and continue to the STORY. Then you will need to stop again quite frequently every 10 levels to GRIND MORE just to KEEP UP to the enemies.

    That second paragraph is GRINDING when you gotta spend more of the time fighting the enemies in the same area because there the ONLY ones to give you the most XP to LEVEL UP for facing the next area is to me boring and much more STIMULATING than the old DBZ All Sagas map from StarCraft 1 where you just sit in the Training Area fighting a Free Enemy not being Fought by your Allies, and Button Mash on Upgrade Weapons & Armor. So in Summary Spending 7 Minutes GRINDING for the Story then the STORY only taking 1 Minute Tops dealing with Story Character is boring GRINDING.

    In Pokemon if you had to Grind for the Gym Leader or Elite Four in my Experience it's usually a 10 to 30 minute Grind then you back on to the STORY. I think that is why the Elite Four have Never been Level 100 because it would take a lot of GRINDING TIME from Level 70 to Level 100 since there are not many Trainers to encounter with Level 70 and Higher Pokemon since you've been to all areas and most trainers were under Level 50 even. That made the game go by easier by having most of the Trainers under Level 50 you don't have to GRIND to get past the START of the GAME, but Since they didn't have a Re-Battle for most Generations you couldn't face the Level 5 to 15 Bug Catchers again this time with a more Varied and/or Higher Level of those same Bug and/or some Different ones.

    I think your GAME can pull it off BECAUSE I believe You've said you plan to have a Re-Battle with their Pokemon Team Level Scaling to Match yours upto a cap based on their Level when you first faced them and the Level of the AREA they are in. It means that it may be a little more GRINDING since you have to go back to AREAS whose STORY you very likely have completed fully, just to Level Up for the ENDGAME but it can be made to feel less GRINDING because your all so going back to see new teams hopefully on some of the Trainers. If they have some New and some of their Original Pokemon it can feel more like just the INBETWEEN STORY part of the GAME more I think, even more so if there is new Events taking Place in the Areas that might of been hinted at EARLIER or events Never mentioned.

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    @zeldarules28: Go

    OMG OMG OMG YES YES YES. I hope I'm awake and on here when you plan to have ALPHA, weather I am or not Can you PM me the MAP after you do the ALPHA so I can Replay SOLO as much as I want until the Full Release.

    The Screenshots look great for the Battle UI, Question though do you think there can be an Option for different ways of how Lv is shown Example's of The Choices I'd like: Lv 20 (Current), Lv. 50, Lvl 75, Lvl. 37 (My Fav). I'd prefer the 2nd or 4th Option myself.

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    @TheAlmaity: Go

    I like all your Response to Trieva's post, to get all Three Starters why not do it the like the Anime Series. The Starters are all Raised on a Breeding Ground from an Egg to Level 5 There was an Episode where Ash found the Breeding Ground that Mudkips were raised (Pokemon Advanced Generation Episode 25 / Pokemon Episode 299)

    A playable part where you don't have your pokemon would only work at the Middle of the Story Say Team Cipher has Captured your Pokemon and you need to get them back solo, but if you go too long without them at the Start you're right People would likely rage quit.

    I love the Direction you're heading Can't wait for the ALPHA.

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    @TheAlmaity: Go

    I think you could do a RED type Character after CHAMPION, it should be one of you Map Developers, Moz, Zelda, Almaity, ect. You each pick a set of Starmon for your team and the winner of the most rounds should be RED Character I think, Then that RED Character and his Team are set He should be the Level 100 Team and the Champion's team is level 90 or 95.

    That would be AWESOME to fight one of you at the END, and it makes sense since you had access to the Arena and all Area's of the game first. That's how you reached the MASTER of the GAME like RED, because your journey in the WORLD was the first RECORDED in HISTORY. Like RED there may of been other's (Failed attempts at making a Pokemon Style Map in StarCraft II / StarCraft 2) but You're the first known to have MADE IT!

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    @Trieva: Go

    I really like all those Ideas good job Trieva.

    Posted in: Project Workplace
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