- Joined
- Jun 1, 2008
- Messages
- 180
Hey there!
This is a short tutorial I've just set together. It's about adding a difficulty system to your map. I think it's a really easy way to do it and to modify it later on, as it is based on simple spells.
Here we go:
You must go to the object editor and start watching through the spells in special/items (well, this is what I think is best for this). You'll find different spells here, like extra attack, extra HP, some regeneration, defense - these are the basic skills that you should include in your difficulty system. Just create new spells using these, but don't forget to set them to unit abilities, instead of item ones. You could even created special abilities for different modes, like an evasion for hard mode, or even damage reduction!
After creating your abilities (it's a good idea to give them names like X - HARD or X - NORMAL, so you know which ones you should add to which mode), it's time for the trigger.
In my trigger, there is no need for a condition, as I've added them in my if-then-else actions. If you are working with 3 triggers for the 3 (or more of course) different modes, then it's best to leave out the if-then-else part and add the condition to where it belongs.
At the end, you can add some fancy stuff to your trigger, like I did with the text message. This is just a simple example for it.
If you want to make your mode even more "visible", you can create 3 spells for the 3 modes (or more, jeez...) based on auras. This means, the monsters must have the spells as buffs. The buff they have will have the name and the description of the mode (this way, if you select an enemy and have your mouse on the buff that it has, you will see which mode you are playing). You could even include a special effect, but that would be rather disturbing in a crowd. Note: do not forget to turn every value in the ability to 0, if you don't want your enemies to have those extra points the aura would basically offer!
Please note that this is just an example, I simply wanted to help people get into the right way if they happened to want to create a difficulty system for their maps. I'm also sorry if there was a tutorial like this before. I know that for the experienced people this might be really simple (well, it is, but why would we make it too complicated if we don't have to?), but I hope I could help some people new to triggering.
In this map I've included the spells that you could see in the triggers, and an aura I've been talking about as well!
Now it also contains an example for the dialog version, as it was requested.
This is a short tutorial I've just set together. It's about adding a difficulty system to your map. I think it's a really easy way to do it and to modify it later on, as it is based on simple spells.
Here we go:
-
Difficulty System
-
Events
- Player - Player 1 (Red) types a chat message containing -easy as An exact match
- Player - Player 1 (Red) types a chat message containing -normal as An exact match
- Player - Player 1 (Red) types a chat message containing -hard as An exact match
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Matched chat string) Equal to -easy
-
Then - Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
-
Loop - Actions
- Unit - Remove Attack (HARD) from (Picked unit)
- Unit - Remove Attack (NORMAL) from (Picked unit)
- Unit - Remove Max HP (HARD) from (Picked unit)
- Unit - Remove Max HP (NORMAL) from (Picked unit)
- Game - Display to (All players) for 10.00 seconds the text: ((Name of (Triggering player)) + has selected easy mode.)
-
Loop - Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Matched chat string) Equal to -normal
-
Then - Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
-
Loop - Actions
- Unit - Add Attack (NORMAL) to (Picked unit)
- Unit - Add Max HP (NORMAL) to (Picked unit)
- Unit - Remove Attack (HARD) from (Picked unit)
- Unit - Remove Max HP (HARD) from (Picked unit)
- Game - Display to (All players) for 10.00 seconds the text: ((Name of (Triggering player)) + has selected normal mode.)
-
Loop - Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Matched chat string) Equal to -hard
-
Then - Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
-
Loop - Actions
- Unit - Add Attack (HARD) to (Picked unit)
- Unit - Add Max HP (HARD) to (Picked unit)
- Unit - Remove Attack (NORMAL) from (Picked unit)
- Unit - Remove Max HP (NORMAL) from (Picked unit)
- Game - Display to (All players) for 10.00 seconds the text: ((Name of (Triggering player)) + has selected hardl mode.)
-
Loop - Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
You must go to the object editor and start watching through the spells in special/items (well, this is what I think is best for this). You'll find different spells here, like extra attack, extra HP, some regeneration, defense - these are the basic skills that you should include in your difficulty system. Just create new spells using these, but don't forget to set them to unit abilities, instead of item ones. You could even created special abilities for different modes, like an evasion for hard mode, or even damage reduction!
After creating your abilities (it's a good idea to give them names like X - HARD or X - NORMAL, so you know which ones you should add to which mode), it's time for the trigger.
-
Events
- Player - Player 1 (Red) types a chat message containing -easy as An exact match
- Player - Player 1 (Red) types a chat message containing -normal as An exact match
- Player - Player 1 (Red) types a chat message containing -hard as An exact match
In my trigger, there is no need for a condition, as I've added them in my if-then-else actions. If you are working with 3 triggers for the 3 (or more of course) different modes, then it's best to leave out the if-then-else part and add the condition to where it belongs.
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Matched chat string) Equal to -easy
-
Then - Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
-
Loop - Actions
- Unit - Remove Attack (HARD) from (Picked unit)
- Unit - Remove Attack (NORMAL) from (Picked unit)
- Unit - Remove Max HP (HARD) from (Picked unit)
- Unit - Remove Max HP (NORMAL) from (Picked unit)
-
Loop - Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Matched chat string) Equal to -easy
-
Then - Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
-
Loop - Actions
- Unit - Remove Attack (HARD) from (Picked unit)
- Unit - Remove Attack (NORMAL) from (Picked unit)
- Unit - Remove Max HP (HARD) from (Picked unit)
- Unit - Remove Max HP (NORMAL) from (Picked unit)
- Game - Display to (All players) for 10.00 seconds the text: ((Name of (Triggering player)) + has selected easy mode.)
-
Loop - Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Matched chat string) Equal to -normal
-
Then - Actions
- Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Actions
- Custom script: set bj_wantDestroyGroup = true
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
- Loop - Actions
At the end, you can add some fancy stuff to your trigger, like I did with the text message. This is just a simple example for it.
If you want to make your mode even more "visible", you can create 3 spells for the 3 modes (or more, jeez...) based on auras. This means, the monsters must have the spells as buffs. The buff they have will have the name and the description of the mode (this way, if you select an enemy and have your mouse on the buff that it has, you will see which mode you are playing). You could even include a special effect, but that would be rather disturbing in a crowd. Note: do not forget to turn every value in the ability to 0, if you don't want your enemies to have those extra points the aura would basically offer!
Please note that this is just an example, I simply wanted to help people get into the right way if they happened to want to create a difficulty system for their maps. I'm also sorry if there was a tutorial like this before. I know that for the experienced people this might be really simple (well, it is, but why would we make it too complicated if we don't have to?), but I hope I could help some people new to triggering.
In this map I've included the spells that you could see in the triggers, and an aura I've been talking about as well!
Now it also contains an example for the dialog version, as it was requested.
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