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Easy, Medium, Hard mode

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Level 6
Joined
Aug 31, 2018
Messages
157
Hello! What i want to make is: Easy, Medium/Normal/Hard difficulty, where each difficulty gonna give more health (and damge if possible) to monsters.
Important! Since i am not very good at making triggers, i want the easiest way to do it. I dont care if it gonna appear like in a menu and u gonna choose, or just type it or you use whisp for example and you enter a circle to choose a mode. I just want the easiest and fastest way to do it. Thanks!
 
Level 20
Joined
Feb 27, 2019
Messages
592
All of these are easy to do, they rely on one player picking but changing it to several players is not hard. Pick the one that fits your needs the best and that you think your player base will enjoy the most.
Using chat command.

  • Difficulty
    • Events
      • Player - Player 1 (Red) types a chat message containing -easy as An exact match
      • Player - Player 1 (Red) types a chat message containing -medium 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
          • (Entered chat string) Equal to -easy
        • Then - Actions
          • -------- Do Easy Things --------
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Entered chat string) Equal to -medium
            • Then - Actions
              • -------- Do Medium Things --------
            • Else - Actions
              • -------- Do Hard Things --------
      • Trigger - Turn off (This trigger)
Using dialog

  • DialogSetup
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Game - Display to (All players) the text: ((Name of Player 1 (Red)) + is deciding difficulty.)
      • Dialog - Change the title of DDifficulty to Difficulty
      • Dialog - Create a dialog button for DDifficulty labelled |cff00ff00Easy|r
      • Set VariableSet DbEasy = (Last created dialog Button)
      • Dialog - Create a dialog button for DDifficulty labelled |cffffff00Medium|r
      • Set VariableSet DbMedium = (Last created dialog Button)
      • Dialog - Create a dialog button for DDifficulty labelled |cffff0000Hard|r
      • Set VariableSet DbHard = (Last created dialog Button)
      • Dialog - Show DDifficulty for Player 1 (Red)
  • DialogDecision
    • Events
      • Dialog - A dialog button is clicked for DDifficulty
    • Conditions
    • Actions
      • Dialog - Hide DDifficulty for (Triggering player)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DbEasy
        • Then - Actions
          • -------- Do Easy Things --------
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Clicked dialog button) Equal to DbMedium
            • Then - Actions
              • -------- Do Medium Things --------
            • Else - Actions
              • -------- Do Hard Things --------
Using wisp.

  • InitDifficulty
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Floating Text - Create floating text that reads |cff00ff00Easy|r at RegionEasy with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set VariableSet FloatingText[1] = (Last created floating text)
      • Floating Text - Create floating text that reads |cffffff00Medium|r at RegionMedium with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set VariableSet FloatingText[2] = (Last created floating text)
      • Floating Text - Create floating text that reads |cffff0000Hard|r at RegionHard with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set VariableSet FloatingText[3] = (Last created floating text)
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Camera - Pan camera for (Picked player) to (Center of (Playable map area)) over 0.00 seconds
  • ChooseDifficulty
    • Events
      • Unit - A unit enters Easy <gen>
      • Unit - A unit enters Medium <gen>
      • Unit - A unit enters Hard <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Wisp
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Easy <gen> contains (Triggering unit)) Equal to True
        • Then - Actions
          • -------- Apply Easy Things --------
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Medium <gen> contains (Triggering unit)) Equal to True
            • Then - Actions
              • -------- Apply Medium Things --------
            • Else - Actions
              • -------- Apply Hard Things --------
      • Unit - Kill (Triggering unit)
      • For each (Integer A) from 1 to 3, do (Actions)
        • Loop - Actions
          • Floating Text - Destroy FloatingText[(Integer A)]
 
Last edited:
Level 6
Joined
Aug 31, 2018
Messages
157
Deam man, you are amazing for giving all options. Thanks! ^^
Now i think i have to do the non player handicap percent and thats all (for the first option) ^^
 
Level 20
Joined
Feb 27, 2019
Messages
592
A way to increase the stats of units is to use upgrades. Add the upgrades to the units that should benefit from them and then set the level for that upgrade for the enemy player. You could even have upgrades that unlocks abilities for the enemy, swaps out units or whatever you can make.
  • Player - Set the current research level of Iron Forged Swords to 1 for Player 8 (Pink)
  • Player - Set the current research level of Skeletal Mastery to 1 for Player 8 (Pink)
  • Player - Set the current research level of Berserker Upgrade to 1 for Player 8 (Pink)
 
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