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
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)
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
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