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Catch Monster system?

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Have anyone of you guys played pokemon world?
I was wondering how do you make the trigger for Pokeball Catch system like for e.g
1)Capturing
2)Summoning
3)Releasing

Thanks :goblin_yeah:
 
Level 8
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Have anyone of you guys played pokemon world?
I was wondering how do you make the trigger for Pokeball Catch system like for e.g
1)Capturing
2)Summoning
3)Releasing

Thanks :goblin_yeah:

1. Create an item (1) with target spell. When you use it on monster, remove it then add another item (2)
2. (2) is item with summon spell
3. Remove the (2) when you throw the item
 
Level 20
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You should create a Hashtable and store all the possible kinds of Pokeballs in it, with their chance to catch (based on the itemType Id)

Capturing: Do some math formula to handle the Pokeball chance, with the Pokemon difficulty to catch, and the Pokemon HP and status (is sleeping, bleeding, stunned, etc.) Cast the pokeball ability on it, and hope it works :) If it does, hide the unit and save the UnitId on your pokeball.

Casting: Since the unitID is saved on your pokeball, you just need to unhide the unit and move it where you cast the pokeball.

Releasing: You can have some kind of ability on the summoner that clears the Pokeball data when you cast on it, and removes the pokemon it holds. (Else you would have hidden units around)
 
Level 2
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You should create a Hashtable and store all the possible kinds of Pokeballs in it, with their chance to catch (based on the itemType Id)

Capturing: Do some math formula to handle the Pokeball chance, with the Pokemon difficulty to catch, and the Pokemon HP and status (is sleeping, bleeding, stunned, etc.) Cast the pokeball ability on it, and hope it works :) If it does, hide the unit and save the UnitId on your pokeball.

Casting: Since the unitID is saved on your pokeball, you just need to unhide the unit and move it where you cast the pokeball.

Releasing: You can have some kind of ability on the summoner that clears the Pokeball data when you cast on it, and removes the pokemon it holds. (Else you would have hidden units around)

Thanks but can you show a little about how to set it up in GUI, since i have little experience on it. :vw_sad:
 
I can do it in GUI but it won't be for at least 12 hrs. If not longer but it will definitely be done in the next 36 hrs. If that's fine for u I will do it then. If someone else can do it for u earlier then that's good.

Edit: im hoping to get to start making this system in the next 4 or 5 hrs.

im thinking about making this a weight system for the catching that way u can have multiple pokeballs ( i guess ill call them that) each with a different chance to catch a unit. also each unit can have a weighted chance that u will catch him on. so each unit can be different and each pokeball will be different.

i need to know how u want the pokeballs ? do u want the players to buy them ? are they a one time use or multiple ?

i made the basis of the catch system. i have to go to sleep soon so i can work on it more tomorrow. here is a demo. try catching the 2 different units. and look at the different numbers that get displayed. the first number is the chance for catching the unit. the second number is the max weight ( the chance to catch and chance to not catch that unit). the third is the random number that if its below the chance to catch it will say the unit has been caught. if its higher it will say the unit has gotten away. u can mess with the configurables in the setup trigger. just read what i put in there so u know how it works.
Also i need to know how u want the pokeballs to work. and how u want the units to work. when u catch them do u want them to be an item ? or something else ? give me as much info on how u exactly want it so i can better make it to how u need / want.

here is the test map
 

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Level 2
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I can do it in GUI but it won't be for at least 12 hrs. If not longer but it will definitely be done in the next 36 hrs. If that's fine for u I will do it then. If someone else can do it for u earlier then that's good.

Edit: im hoping to get to start making this system in the next 4 or 5 hrs.

im thinking about making this a weight system for the catching that way u can have multiple pokeballs ( i guess ill call them that) each with a different chance to catch a unit. also each unit can have a weighted chance that u will catch him on. so each unit can be different and each pokeball will be different.

i need to know how u want the pokeballs ? do u want the players to buy them ? are they a one time use or multiple ?

i made the basis of the catch system. i have to go to sleep soon so i can work on it more tomorrow. here is a demo. try catching the 2 different units. and look at the different numbers that get displayed. the first number is the chance for catching the unit. the second number is the max weight ( the chance to catch and chance to not catch that unit). the third is the random number that if its below the chance to catch it will say the unit has been caught. if its higher it will say the unit has gotten away. u can mess with the configurables in the setup trigger. just read what i put in there so u know how it works.
Also i need to know how u want the pokeballs to work. and how u want the units to work. when u catch them do u want them to be an item ? or something else ? give me as much info on how u exactly want it so i can better make it to how u need / want.

here is the test map

@deathismyfriend , indeed you are my friend. Thanks for the work , didnt expect you would try to work on it. My plan is simple, i just want it work simply like how it works in Pokemon World.
So a child have an item(pokeball) which are able to catch a monster and store it in somewhere(region), then that pokeball slot will turn into an item which is clickable to summon my stored monster. and of course about releasing it(deleting the monster). Thanks again mate :goblin_jawdrop:
 
Level 20
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Calm down. I'm working on it too.

Pokemon World isn't really that "simple". You have different pokeballs with different chances to catch. You have Pokemons that are harder to catch than other (Fenix > Squartle). You have Pokeballs that increases chance to catch specific Pokemon Types (Water, Grass, Fire, Mind, etc.). Pokemon HP is involved. Pokemon status is involved. Pokeball chance is involved.

Right now i have:

- 4 Pokeballs, 15%, 30%, 45%, 60%.
- 3 Buff that increases chance by 7.5%: Sleep, Stun, Poison.
- When you use the Pokeball, it's removed and thrown (it shows moving towards the target).
- Chance to catch is based on the Pokeball + Buff effects and reduced by Target Hp (IF chance to catch is 70% and target has 50% hp, the final chance is 35%, which is the 50% of 70.)
- There's an special effect, a Pokeball is created on the catched pokemon position. It becomes yours, it becomes hidden and buffs are removed. When you pick the pokeball and use it, the pokemon is summoned in front of you, the exact same pokemon. It just gets hidden/moved and unhidden.
- Thrown Pokeballs that doesn't catch anything are just lost.

Right now i'm working on the Pokemon turning into some kind of energy bolt and come back to the caster, instead of just dissapearing when it's unsummoned. I'm also working on the "release" thing, to give you the same Pokeball you used to catch the pokemon you're releasing (It's a really messy web of Hash data storage, holding Units ids, Item id's and Abilities id's. I'm still working on the Pokemon Catch chance (which is another data to include in the messy web, so you can set the chance to catch of each pokemon individually)

I'm not sure about what to do if the pokemon dies, maybe return it to the pokeball with 1 hp, or make a Disabled Pokeball untill you heal it in a Pokemon Center.

I'm not sure about what to do if the Pokemon Master dies while their pokemons are outside.

Once I have it all working, then i'll turn it into a Configurable System, right now not many people would be able to understand these triggers xD
 
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Calm down. I'm working on it too.

Pokemon World isn't really that "simple". You have different pokeballs with different chances to catch. You have Pokemons that are harder to catch than other (Fenix > Squartle). You have Pokeballs that increases chance to catch specific Pokemon Types (Water, Grass, Fire, Mind, etc.). Pokemon HP is involved. Pokemon status is involved. Pokeball chance is involved.

Right now i have:

- 4 Pokeballs, 15%, 30%, 45%, 60%.
- 3 Buff that increases chance by 7.5%: Sleep, Stun, Poison.
- When you use the Pokeball, it's removed and thrown (it shows moving towards the target).
- Chance to catch is based on the Pokeball + Buff effects and reduced by Target Hp (IF chance to catch is 70% and target has 50% hp, the final chance is 35%, which is the 50% of 70.)
- There's an special effect, a Pokeball is created on the catched pokemon position. It becomes yours, it becomes hidden and buffs are removed. When you pick the pokeball and use it, the pokemon is summoned in front of you, the exact same pokemon. It just gets hidden/moved and unhidden.
- Thrown Pokeballs that doesn't catch anything are just lost.

Right now i'm working on the Pokemon turning into some kind of energy bolt and come back to the caster, instead of just dissapearing when it's unsummoned. I'm also working on the "release" thing, to give you the same Pokeball you used to catch the pokemon you're releasing (It's a really messy web of Hash data storage, holding Units ids, Item id's and Abilities id's. I'm still working on the Pokemon Catch chance (which is another data to include in the messy web, so you can set the chance to catch of each pokemon individually)

I'm not sure about what to do if the pokemon dies, maybe return it to the pokeball with 1 hp, or make a Disabled Pokeball untill you heal it in a Pokemon Center.

I'm not sure about what to do if the Pokemon Master dies while their pokemons are outside.

Once I have it all working, then i'll turn it into a Configurable System, right now not many people would be able to understand these triggers xD

lol i thought u werent going to do it in GUI ?
also u should use a weight system instead of a percent system for this. as it can cause problems

@wateryman i never player pokemon world. do u want ur catched pokemon to go into a sort of fenced in area that way u can select the one u want ? do u want a limit on how many can be caught ?

edit: i changed it to change the weight based on the units health.

can u answer the questions i had tho. thanks

also i need u to answer these. i have them going to a sort of fenced in type of area. i was thinking about making it so when u go into there u get an ability. that ability will let u take out a unit. another ability will allow u to put back a unit. will that be ok ?

Edit: didnt have much time to work on it. here is how far i got tho. im in the process of making the summonings from the items soon. u can capture the unit then go to the NW area i made and use the ability retrieve unit to get the item called peasant or footman. u can see how u like everything so far
 

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@Spartipilo Thanks for trying to help too, but it seems your about to set things quite complicated and too detailed just as what deathismyfriend have done.

In pokemon world heres the setup:
1)Player play as an invulnerable poketamer which has 6 slots of inventory. In the beginning of the game the tamer got a free pokeball able to catch any available monster on the map with 100% chance of catching it.

2)The 1st slot of invetory (pokeball) which had been used to caught is then replaced with another item which is able to summon the stored monster in somewhere(region) incapable of being hurt by other pokemon

3)For the 2nd, 3rd pokeball which is bought from a marketplace(building) can also be used to catch another monster (but this time the hp of the monster should be really low) with also 100% chance of probability to catch it)

4)Later after 30 minutes all poketamer will battle each of their respective stored pokemon in (pokeball(item inventory)), but pokemon can only be summon one another.

That's the main point of the game. So its really simple, but unfortunately that map was made in JASS which i havent had any experience yet. Thanks again for the assistance.
 
the problem with less detail and less complex means bugs will appear.

1) with my system u would need to make a new item and give the weight of the ball a lot. it will never be 100 percent but it could be so high that it wouldnt matter. alternatively i could hardcode it to check if its that one then make it catch the unit no matter what.

2) for that it would be easier if they just get spawned like i have. lets say u catch 20 units. when u look for the one u want u might not be able to find it if its an item. a unit will be seen very easy.

3) again it would be a lot better if they could miss the unit. u could however just change the miss chance and catch chance to the same number. this will make it hard to catch if its not at low health.

4) that would need to be a different system or an extension. the summoning only one unit however would be easy to change.
 
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