- Joined
- Feb 11, 2008
- Messages
- 809
I am making a new combat system to mimic the one in the pokemon games so far it is working out quite well and is looking great but for some reason whenever i run my test trigger for the first time it lags for like 5 seconds before you can use your arrow keys and i cant figure out why. heres my triggers;
please and thank you if someone can help me figure this out!
also the CombatText[] are all set in the map init trigger so you will not see them being set.
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Combat Start
-
Events
- Player - Player 1 (Red) types a chat message containing -test as An exact match
- Conditions
-
Actions
- Set TriggerPlayer = (Player number of (Triggering player))
- Set InCombat[TriggerPlayer] = True
- Set TargetPokemon[TriggerPlayer] = (Random unit from (Units owned by Player 5 (Yellow)))
- Player Group - Remove (Triggering player) from TriggerPlayerGroup[0]
- Player Group - Add (Triggering player) to TriggerPlayerGroup[1]
- Cinematic - Turn cinematic mode On for TriggerPlayerGroup[1]
- Cinematic - Enable user control for TriggerPlayerGroup[1]
- Cinematic - Send transmission to TriggerPlayerGroup[1] from a (Triggering player) (Unit-type of TrainersHero[TriggerPlayer]) named (Name of TrainersHero[TriggerPlayer]) at (Center of (Playable map area)): Play No sound and display CombatText[0]. Modify duration: Add 0.00 seconds and Wait
- Trigger - Add to Combat Controller <gen> the event (Player - (Triggering player) Presses the Left Arrow key)
- Trigger - Add to Combat Controller <gen> the event (Player - (Triggering player) Presses the Right Arrow key)
- Trigger - Add to Combat Controller <gen> the event (Player - (Triggering player) Presses the Down Arrow key)
- Trigger - Add to Combat Controller <gen> the event (Player - (Triggering player) Presses the Up Arrow key)
- Trigger - Add to Combat Option <gen> the event (Player - (Triggering player) skips a cinematic sequence)
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Events
-
Combat Controller
- Events
-
Conditions
- InCombat[(Player number of (Triggering player))] Equal to (==) True
-
Actions
- Set TriggerPlayer = (Player number of (Triggering player))
- -------- Moving Left --------
- Custom script: if GetTriggerEventId() == EVENT_PLAYER_ARROW_LEFT_DOWN then
- Set CombatIndex[TriggerPlayer] = (CombatIndex[TriggerPlayer] - 1)
- Custom script: endif
- -------- Moving Right --------
- Custom script: if GetTriggerEventId() == EVENT_PLAYER_ARROW_RIGHT_DOWN then
- Set CombatIndex[TriggerPlayer] = (CombatIndex[TriggerPlayer] + 1)
- Custom script: endif
- -------- Moving Down --------
- Custom script: if GetTriggerEventId() == EVENT_PLAYER_ARROW_DOWN_DOWN then
- Set CombatIndex[TriggerPlayer] = (CombatIndex[TriggerPlayer] + 2)
- Custom script: endif
- -------- Moving Up --------
- Custom script: if GetTriggerEventId() == EVENT_PLAYER_ARROW_UP_DOWN then
- Set CombatIndex[TriggerPlayer] = (CombatIndex[TriggerPlayer] - 2)
-
Custom script: endif
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- CombatIndex[TriggerPlayer] Less than (<) 0
-
Then - Actions
- Set CombatIndex[TriggerPlayer] = 0
-
Else - Actions
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- CombatIndex[TriggerPlayer] Greater than (>) 3
-
Then - Actions
- Set CombatIndex[TriggerPlayer] = 3
- Else - Actions
-
If - Conditions
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- CombatIndex[TriggerPlayer] Equal to (==) 0
-
Then - Actions
- Cinematic - Send transmission to TriggerPlayerGroup[1] from a (Triggering player) (Unit-type of TrainersHero[TriggerPlayer]) named (Name of TrainersHero[TriggerPlayer]) at (Center of (Playable map area)): Play No sound and display CombatText[0]. Modify duration: Add 0.00 seconds and Wait
- Else - Actions
-
If - Conditions
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- CombatIndex[TriggerPlayer] Equal to (==) 1
-
Then - Actions
- Cinematic - Send transmission to TriggerPlayerGroup[1] from a (Triggering player) (Unit-type of TrainersHero[TriggerPlayer]) named (Name of TrainersHero[TriggerPlayer]) at (Center of (Playable map area)): Play No sound and display CombatText[1]. Modify duration: Add 0.00 seconds and Wait
- Else - Actions
-
If - Conditions
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- CombatIndex[TriggerPlayer] Equal to (==) 2
-
Then - Actions
- Cinematic - Send transmission to TriggerPlayerGroup[1] from a (Triggering player) (Unit-type of TrainersHero[TriggerPlayer]) named (Name of TrainersHero[TriggerPlayer]) at (Center of (Playable map area)): Play No sound and display CombatText[2]. Modify duration: Add 0.00 seconds and Wait
- Else - Actions
-
If - Conditions
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- CombatIndex[TriggerPlayer] Equal to (==) 3
-
Then - Actions
- Cinematic - Send transmission to TriggerPlayerGroup[1] from a (Triggering player) (Unit-type of TrainersHero[TriggerPlayer]) named (Name of TrainersHero[TriggerPlayer]) at (Center of (Playable map area)): Play No sound and display CombatText[3]. Modify duration: Add 0.00 seconds and Wait
- Else - Actions
-
If - Conditions
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Combat Option
- Events
-
Conditions
- InCombat[(Player number of (Triggering player))] Equal to (==) True
-
Actions
-
Set TriggerPlayer = (Player number of (Triggering player))
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- CombatIndex[TriggerPlayer] Equal to (==) 0
-
Then - Actions
- Animation - Play (First unit of group MainPokemon[TriggerPlayer])'s attack animation
- Cinematic - Send transmission to TriggerPlayerGroup[1] from a (Triggering player) (Unit-type of TrainersHero[TriggerPlayer]) named (Name of TrainersHero[TriggerPlayer]) at (Center of (Playable map area)): Play No sound and display CombatText[0]. Modify duration: Add 0.00 seconds and Wait
- Else - Actions
-
If - Conditions
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- CombatIndex[TriggerPlayer] Equal to (==) 1
-
Then - Actions
- Cinematic - Send transmission to TriggerPlayerGroup[1] from a (Triggering player) (Unit-type of TrainersHero[TriggerPlayer]) named (Name of TrainersHero[TriggerPlayer]) at (Center of (Playable map area)): Play No sound and display CombatText[1]. Modify duration: Add 0.00 seconds and Wait
- Else - Actions
-
If - Conditions
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- CombatIndex[TriggerPlayer] Equal to (==) 2
-
Then - Actions
- Unit - Order TrainersHero[TriggerPlayer] to Human Blood Mage - Banish TargetPokemon[TriggerPlayer]
- Cinematic - Send transmission to TriggerPlayerGroup[1] from a (Triggering player) (Unit-type of TrainersHero[TriggerPlayer]) named (Name of TrainersHero[TriggerPlayer]) at (Center of (Playable map area)): Play No sound and display CombatText[2]. Modify duration: Add 0.00 seconds and Wait
- Else - Actions
-
If - Conditions
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- CombatIndex[TriggerPlayer] Equal to (==) 3
-
Then - Actions
- Set InCombat[(Player number of (Triggering player))] = False
- Set CombatIndex[TriggerPlayer] = 0
- Cinematic - Turn cinematic mode Off for TriggerPlayerGroup[1]
- Player Group - Remove (Triggering player) from TriggerPlayerGroup[1]
- Cinematic - Send transmission to TriggerPlayerGroup[1] from a (Triggering player) (Unit-type of TrainersHero[TriggerPlayer]) named (Name of TrainersHero[TriggerPlayer]) at (Center of (Playable map area)): Play No sound and display CombatText[3]. Modify duration: Add 0.00 seconds and Wait
- Else - Actions
-
If - Conditions
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Set TriggerPlayer = (Player number of (Triggering player))
also the CombatText[] are all set in the map init trigger so you will not see them being set.