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    posted a message on [Solved] Card Game Duplicate Random Drawing

    @DuckyTheDuck: Go

    Well Now no Repeats of the same Card, But sadly now there in a Static order not Random going King of Spades, 2 of Clubs, 3 of Clubs, etc through the card suites. Here is how the Shuffle is set now:

    • Shuffle Deck
    • Events
    • Game - Player Any Player types a chat message containing "-shuffle deck", matching Exactly
    • Local Variables
    • i = 0 <Integer>
    • a = 0 <Integer>
    • TempValue = 0 <Integer>
    • Conditions
    • Actions
    • General - While (Conditions) are true, do (Actions)
    • Conditions
    • i < 51
    • Actions
    • Variable - Set a = (Random integer between 0 and 51)
    • Variable - Set TempValue = Draw Card Type Interger[i]
    • Variable - Set Draw Card Type Interger[i] = Draw Card Type Interger[a]
    • Variable - Set Draw Card Type Interger[a] = TempValue
    • Variable - Modify i: + 1
    • UI - Display "Deck has been Shuffled." for (All players) to Subtitle area

    In case it's something in my Draw Trigger here is it's setup:

    • Display drawn card
    • Events
    • Game - Player Any Player types a chat message containing "-draw", matching Exactly
    • Local Variables
    • Conditions
    • Actions
    • General - If (Conditions) then do (Actions) else do (Actions)
    • If
    • Current Deck Size != 0
    • Then
    • General - If (Conditions) then do (Actions) else do (Actions)
    • If
    • Draw Count == 0
    • Then
    • Dialog - Set Hand Selection Icons[Draw Count] image to Deck Card Type Image[Draw Count] for (All players)
    • Dialog - Set Hand Selection Buttons[Draw Count] tooltip to (Text(Deck Card Type String[Draw Count])) for (All players)
    • Variable - Modify Draw Count: + 1
    • Variable - Modify Current Deck Size: - 1
    • Dialog - Set Hand Selection Icons[Draw Count] image to Deck Card Type Image[Draw Count] for (All players)
    • Dialog - Set Hand Selection Buttons[Draw Count] tooltip to (Text(Deck Card Type String[Draw Count])) for (All players)
    • Variable - Modify Draw Count: + 1
    • Variable - Modify Current Deck Size: - 1
    • Dialog - Set Hand Selection Icons[Draw Count] image to Deck Card Type Image[Draw Count] for (All players)
    • Dialog - Set Hand Selection Buttons[Draw Count] tooltip to (Text(Deck Card Type String[Draw Count])) for (All players)
    • Variable - Modify Draw Count: + 1
    • Variable - Modify Current Deck Size: - 1
    • Dialog - Set Hand Selection Icons[Draw Count] image to Deck Card Type Image[Draw Count] for (All players)
    • Dialog - Set Hand Selection Buttons[Draw Count] tooltip to (Text(Deck Card Type String[Draw Count])) for (All players)
    • Variable - Modify Draw Count: + 1
    • Variable - Modify Current Deck Size: - 1
    • Dialog - Set Hand Selection Icons[Draw Count] image to Deck Card Type Image[Draw Count] for (All players)
    • Dialog - Set Hand Selection Buttons[Draw Count] tooltip to (Text(Deck Card Type String[Draw Count])) for (All players)
    • Variable - Modify Draw Count: + 1
    • Variable - Modify Current Deck Size: - 1
    • Else
    • Dialog - Set Hand Selection Icons[Draw Count] image to Deck Card Type Image[Draw Count] for (All players)
    • Dialog - Set Hand Selection Buttons[Draw Count] tooltip to (Text(Deck Card Type String[Draw Count])) for (All players)
    • Variable - Modify Draw Count: + 1
    • Variable - Modify Current Deck Size: - 1
    • Else
    • UI - Display "Deck is Empty." for (Player group((Triggering player))) to Chat area
    Posted in: Triggers
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    posted a message on [Solved] Card Game Duplicate Random Drawing

    @DuckyTheDuck: Go

    You've lost me on this one. I'm not seeing what you're hinting at.

    Posted in: Triggers
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    posted a message on [Solved] Card Game Duplicate Random Drawing

    @DuckyTheDuck: Go

    Nope that method:
    Shuffle Deck
    Events
    Game - Player Any Player types a chat message containing "-shuffle deck", matching Exactly
    Local Variables
    i = 0 <Integer>
    a = 0 <Integer>
    TempValue = 0 <Integer>
    Conditions
    Actions
    General - While (Conditions) are true, do (Actions)
    Conditions
    i < 51
    Actions
    Variable - Set a = (Random integer between 0 and 51)
    Variable - Set TempValue = Draw Card Type Interger[i]
    Variable - Set Draw Card Type Interger[i] = Draw Card Type Interger[a]
    Variable - Set Draw Card Type Interger[a] = Draw Card Type Interger[i]
    Variable - Modify i: + 1
    UI - Display "Deck has been Shuffled." for (All players) to Subtitle area
    Just makes it the Same Card over and over thus not even random repeats like I had before.

    Posted in: Triggers
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    posted a message on [Solved] Card Game Duplicate Random Drawing

    @DuckyTheDuck: Go

    Yes Ducky basically My Current Random Shuffling does not prevent a chosen card from being chosen a second or more times. The resetting deck you mention I think i got covered by my Initialization Deck Trigger to set each 52 cards to be a set Image and Text to be shown in the Hand Dialog. It looks your method for a Random number is better than mine so I'll try it and Update this post of how it worked thanks.

    Posted in: Triggers
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    posted a message on [Solved] Card Game Duplicate Random Drawing

    I've got most of what i want setup only problem I'm having now is some cards are be drawn twice thus skipping some of the 52 cards this is how i got my Shuffle set up at the moment:

    Shuffle Deck
    Events
    Game - Player Any Player types a chat message containing "-shuffle deck", matching Exactly
    Local Variables
    i = 0 <Integer>
    Conditions
    Actions
    General - While (Conditions) are true, do (Actions)
    Conditions
    Shuffled Cards Counter < 51
    Actions
    General - Pick each integer from 0 to 51, and do (Actions)
    Actions
    Variable - Set i = (Random integer between 0 and 51)
    Variable - Set Draw Card Type Interger[Shuffled Cards Counter] = i
    Variable - Modify Shuffled Cards Counter: + 1
    UI - Display "Deck has been Shuffled." for (All players) to Subtitle area. Link to my Map: Download Map

    Posted in: Triggers
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    posted a message on [Solved] Card Game Random Drawing

    Solved thanks to forum search, Link that Solved for me: http://www.sc2mapster.com/forums/development/triggers/9790-shuffling-cards/ Thanks for the Help guys.

    Posted in: Triggers
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    posted a message on [Solved] Card Game Random Drawing

    Hello great and knowledgeable SC2Mapster Community. I'm hopeful someone can help me get this set up, I want to set each of player 1's 34 Cards to a Draw Order of 1st card Drawed, 2nd, 3rd, 34th to be random. The problem is using the Method below it can set 28th Draw and 33rd Draw to be the same card that will be drawn.

    - Actions General - Pick each integer from 1 to 34, and do (Actions) Actions

    Variable - Modify Player 1's Draw Order Numbers[(Picked integer)]: + (Random integer between 1 and 34)

    Then i tried to set it up like this:

    - Actions General - Pick each integer from 1 to 34, and do (Actions) Actions

    Variable - Modify Player 1's Draw Order Numbers[(Random integer between 1 and 34)]: + (Picked integer)

    Problem with my Second method is while it didn't reuse the same card Number, it now skipped setting some of the Cards to be Drawn. Thanks for reading this I hope I broke it up neatly, and Thank you very much if you have ideas to solve.

    Posted in: Triggers
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    posted a message on Make upgrade replenish spider mines

    @Kabelkorven: Go

    Use the Replenish Spider Mine ability and remove the minerals cost, then modify build time for a over so many seconds, instead of for minerals. I hope that helps if not I'll try to help some more. Problem is with current patch it'll build them even if you have Full Mines (if Auto-cast on).

    Posted in: Data
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    posted a message on Creating Custom Cursor Splats

    Darn so it's not gonna be something i'll tackle then thanks Vortexx2010 & Jack RCDF for the info that there M3's, I still think it would be great to have a tutorial on how to make them. That way with models (or .dds if there Images and not models by some miracle for me lol) they can be setup. I doubt it will be exactly like importing models as they will be a splat and probably need some unique steps. Thanks everyone and sorry DrSuperEvil that it's not a tutorial more of request for one / and asking for help instead of providing it wasn't sure where this fit in to ask tough.

    Posted in: Tutorials
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    posted a message on Creating Custom Cursor Splats

    I hope this is the right place to ask for this, anyway I'm looking to make my own Cursor Splats (they are Like the Nuke Calldown Link: http://imageshack.us/photo/my-images/685/sc2nukesplat.jpg/, Mass Recall Splats Link: http://imageshack.us/photo/my-images/190/sc2massrecallsplat.jpg/) are they simple images in a .dds or .tga format or are they 3D models like units/actors .m3 format. I really hope they are .dds and/or .tga I can do those, models are beyond my skills still sadly. Thanks if you can help me with the know how of any size restrictions/requirements, and they need an alpha background i'm sure if .dds/.tga unless you want a visible square of a color/s.

    Posted in: Tutorials
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    posted a message on [Solved] AoE Teleport Attack Ability

    @shardfenix : Thanks Markers i was not using i'll have to see what markers to set, I tought it was possible just not sure how being a noob to SC2 Data Editing. if you could add more info please as i'm still not sure how to set this up.

    Posted in: Data
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    posted a message on [Solved] AoE Teleport Attack Ability

    I'm wanting to create a Teleport attack ability that works like this: cast ability teleport to a unit in range damage them, then search for any other enemy unit in range teleport to it and damage it until no more enemy's are in range. I tried basing it from Psi Storm combined with Blink. I teleported the first time then did the Psi Storm damage but it did not repeat. I want it like Nightcrawler's Master of Chaos seen here at 3mins in:

    Posted in: Data
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    posted a message on Need help with: Specific unit enters region - Do actions

    Let me guess KewlCrayon you've never used Warcraft 3 Editor & you have many Any Unit Enters Region x for each unit type you want to trigger the Actions, no Problem. My suggestion is that you Use If Then Else Action instead of conditions if you don't wanna use the OR Condition. You put If Entering Unit = Marine THEN (put what you want done there) and in Else Put a New If Then Else and do a If Entering Unit = Zergling THEN (put what you want done there) Rinse and Repeat. That way only one trigger fires once reducing lag from Multiple Triggers firing Simultaneously. That seemed to work for me in Warcraft 3 very well and Starcraft 2 has a Similar although more Powerful Trigger setup. I hope that helps. :-)

    P.S I'm going to be making A Starcraft 2 Map showing off some of the Kewl things done in Starcraft 1/ Broodwar, that I never saw in warcraft 3 redone. Such as Bring Unit A and Unit B to Location Z Create Unit G (aka Yu-gi-oh Fusions and a dbz Map) as well a Stand in Location K Heals you Constently (think DBZ All Saga's Perfect) no Entering and Exit Region like Warcraft 3 mapper's seem to only do. That last one also allows you to Summon a Enemy in a Region your in for you to Level up against. That's what I'm going to Show off in Phase 2 of Beta.

    Whew sorry for the long Post but this was a Common Problem in Warcraft 3 and I think it's part of what KILLED the MAPPING SCENE, leaving ONLY DOTA as the main map played. Sure there was Battleships and S3's Marine Corps, even some DBZ although not as Enjoyable as the Starcraft 1 DBZ Maps, most mapper's ended up using the Fountain of Health and making it's Regen so high it was basicly a Heal but that doesn't work well when the Enemies are Heal'd too lol. Unfortunatly my Solution is too late now I think for Warcraft 3 but I belive it will ENSURE Starcraft 2's Map Scene to be as Strong if not HOPFULY Stronger than the First's. So long as Copyright Content in Maps & Models are not Removed from B-Net 2.0. Thanks all who read this far I'm all ready working on this map and should have it done before Phase 2, if I'm late or on Time look for DaFunk's DBZ Demo. It will have these system in them so anyone can just copy and paste no Credit required but I'd be grateful if you do. I care more about letting this Knowledge flowing out to everyone, so even a total noob can Rename this demo and claim it as there's. That still allows others to learn and use them selves.

    Posted in: Miscellaneous Development
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