• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Combat System (Need Ideas)

Status
Not open for further replies.
Level 9
Joined
Jun 13, 2010
Messages
365
Hi there

I am making an RPG and I would like to get a step away from the Warcraft combat mechanics somehow. I do not want it to be too difficult to make nor play. Simple and unique would be the keywords.

This thread is not for seeking help with the trigger, but for gathering feedback on the idea or inspiration from other ideas! I will move the trigger to the right forum, if it will be the one to go for, for the project.

If you have any suggestions, feel free to share! :)

An Idea:
There is no attack command. It is replaced with an ability, making the Hero do an attack animation and deal damage in front of him with a simple cone ability cast from a dummy unit.
You may cast a second 'target ability' from your Hero, collecting data on all nearby enemy units. The closest enemy will be number 1, the second closest will be number 2 etc. The closest enemy will gain a buff from a dummy unit, making the Hero face the enemy before casting any ability. By selecting the target ability yet again, you will swap the buff onto number 2 enemy, making you able to choose what enemy you will focus. Pressing it yet again will swap on until it resets to number 1.

Why Is This Needed?
Warcraft 3, in my opinion, is a bit too clumsy on angling and turning to make attack abilities in front of you like this. I would feel it would be frustrating to play.
I want the game experience to be challenging instead of just Right-clicking and hit. I want mechanics making you able to dodge enemy attacks and make it necessary to do so in order to win a fight (inspired by the Dark Souls and Lord of the Fallen games).

Requirements:
An ability that may be cast without stopping the Hero in any action. As an example, if the Hero is issued to move to a certain point, he will not stop while casting the target ability.

Trigger:
I am not that experienced with these triggers yet, so there surely will be some flaws, if the trigger even works that is. It does not have to be MUI, since it is for a single player campaign.

  • Combat System
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Target Ability
    • Actions
      • -------- Saving data on nearby enemies --------
      • Set Int_Enemy = 0
      • Set Hero = (Triggering unit)
      • Set TempPoint_Hero = (Position of Hero)
      • Unit - Remove All buffs from Enemy[Int_Target]
      • -------- removing buff from previous target ^ --------
      • Unit Group - Pick every unit in (Units within 500.00 of TempPoint_Hero) and do (Actions)
        • Loop - Actions
          • Set TempUnit = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (TempUnit is A structure) Not equal to True
              • (TempUnit is dead) Not equal to True
              • (TempUnit belongs to an ally of (Owner of Hero)) Not equal to True
              • TempUnit Not equal to Hero
              • TempUnit Not equal to Enemy[Int_Target]
            • Then - Actions
              • Set TempPoint_Enemy = (Position of TempUnit)
              • Set Int_Enemy = (Int_Enemy + 1)
              • Set Enemy[Int_Enemy] = TempUnit
              • Set Distance[Int_Enemy] = (Distance between TempPoint_Enemy and TempPoint_Hero)
              • Custom script: call RemoveLocation (udg_TempPoint_Enemy)
            • Else - Actions
      • Custom script: call RemoveLocation (udg_TempPoint_Hero)
      • -------- Finding the closest enemy --------
      • Set Int_Target = 0
      • Set testIndex = 0.00
      • For each (Integer A) from 1 to Int_Enemy, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • testIndex Less than Distance[Int_Enemy]
            • Then - Actions
              • Set testIndex = Distance[Int_Enemy]
              • Set Int_Target = (Integer A)
            • Else - Actions
      • -------- Targeting the closest enemy --------
      • Unit - Create 1 Dummy Unit for Neutral Passive at (Center of (Playable map area)) facing Default building facing degrees
      • Unit - Add Target Buff to (Last created unit)
      • Unit - Order (Last created unit) to Night Elf Druid Of The Claw - Rejuvenation Enemy[Int_Target]

So far this trigger will not let me swap targets properly, leaving it to either select the same 2 enemy targets or stop selecting, since I do not reset the array value of Enemy[Int_Enemy].

Source for trigger:
Compare Highest Value
 
Last edited:
Status
Not open for further replies.
Top