- 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
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Events
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Player - Player 1 (Red) types a chat message containing -test as An exact match
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Conditions
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Actions
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Set TriggerPlayer = (Player number of (Triggering player))
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Set InCombat[TriggerPlayer] = True
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Set TargetPokemon[TriggerPlayer] = (Random unit from (Units owned by Player 5 (Yellow)))
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Player Group - Remove (Triggering player) from TriggerPlayerGroup[0]
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Player Group - Add (Triggering player) to TriggerPlayerGroup[1]
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Cinematic - Turn cinematic mode On for TriggerPlayerGroup[1]
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Cinematic - Enable user control for TriggerPlayerGroup[1]
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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
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Trigger - Add to Combat Controller <gen> the event (Player - (Triggering player) Presses the Left Arrow key)
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Trigger - Add to Combat Controller <gen> the event (Player - (Triggering player) Presses the Right Arrow key)
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Trigger - Add to Combat Controller <gen> the event (Player - (Triggering player) Presses the Down Arrow key)
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Trigger - Add to Combat Controller <gen> the event (Player - (Triggering player) Presses the Up Arrow key)
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Trigger - Add to Combat Option <gen> the event (Player - (Triggering player) skips a cinematic sequence)
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Combat Controller
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Events
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Conditions
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InCombat[(Player number of (Triggering player))] Equal to (==) True
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Actions
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Set TriggerPlayer = (Player number of (Triggering player))
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-------- Moving Left --------
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Custom script: if GetTriggerEventId() == EVENT_PLAYER_ARROW_LEFT_DOWN then
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Set CombatIndex[TriggerPlayer] = (CombatIndex[TriggerPlayer] - 1)
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Custom script: endif
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-------- Moving Right --------
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Custom script: if GetTriggerEventId() == EVENT_PLAYER_ARROW_RIGHT_DOWN then
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Set CombatIndex[TriggerPlayer] = (CombatIndex[TriggerPlayer] + 1)
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Custom script: endif
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-------- Moving Down --------
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Custom script: if GetTriggerEventId() == EVENT_PLAYER_ARROW_DOWN_DOWN then
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Set CombatIndex[TriggerPlayer] = (CombatIndex[TriggerPlayer] + 2)
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Custom script: endif
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-------- Moving Up --------
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Custom script: if GetTriggerEventId() == EVENT_PLAYER_ARROW_UP_DOWN then
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Set CombatIndex[TriggerPlayer] = (CombatIndex[TriggerPlayer] - 2)
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Custom script: endif
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CombatIndex[TriggerPlayer] Less than (<) 0
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Then - Actions
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Set CombatIndex[TriggerPlayer] = 0
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CombatIndex[TriggerPlayer] Greater than (>) 3
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Then - Actions
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Set CombatIndex[TriggerPlayer] = 3
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CombatIndex[TriggerPlayer] Equal to (==) 0
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Then - Actions
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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
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CombatIndex[TriggerPlayer] Equal to (==) 1
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Then - Actions
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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
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CombatIndex[TriggerPlayer] Equal to (==) 2
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Then - Actions
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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
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CombatIndex[TriggerPlayer] Equal to (==) 3
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Then - Actions
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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
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Else - Actions
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Combat Option
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Events
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Conditions
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InCombat[(Player number of (Triggering player))] Equal to (==) True
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Actions
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Set TriggerPlayer = (Player number of (Triggering player))
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CombatIndex[TriggerPlayer] Equal to (==) 0
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Then - Actions
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Animation - Play (First unit of group MainPokemon[TriggerPlayer])'s attack animation
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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
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CombatIndex[TriggerPlayer] Equal to (==) 1
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Then - Actions
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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
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CombatIndex[TriggerPlayer] Equal to (==) 2
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Then - Actions
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Unit - Order TrainersHero[TriggerPlayer] to Human Blood Mage - Banish TargetPokemon[TriggerPlayer]
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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
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CombatIndex[TriggerPlayer] Equal to (==) 3
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Then - Actions
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Set InCombat[(Player number of (Triggering player))] = False
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Set CombatIndex[TriggerPlayer] = 0
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Cinematic - Turn cinematic mode Off for TriggerPlayerGroup[1]
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Player Group - Remove (Triggering player) from TriggerPlayerGroup[1]
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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
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Else - Actions
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also the CombatText[] are all set in the map init trigger so you will not see them being set.

