- Joined
- Jul 14, 2007
- Messages
- 715
Hello guys, i have been working with these for a while now,
i have had it running for Multiplayer but after setting it up to decect at the same time, instead of having to wait for one person to finish doing it then another starting i did this,
I also use For loop integer A
But now it just aint working, here is the trigger.
http://www.hiveworkshop.com/forums/attachments/triggers-scripts-269/97215d1296597353-evolution-system-evolutionsystem.w3x
i have had it running for Multiplayer but after setting it up to decect at the same time, instead of having to wait for one person to finish doing it then another starting i did this,
I also use For loop integer A
But now it just aint working, here is the trigger.
-
Basic Evolution
-
Events
-
Unit - A unit Gains a level
-
-
Conditions
-
Actions
-
For each (Integer A) from 1 to players, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Level of playerhero[(Integer A)]) Equal to 8
-
-
Then - Actions
-
Hero - Disable experience gain for playerhero[(Integer A)]
-
-------- We shall detect if Strengh is greater than both Agility and intelligence --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(istrength[currentplayer_Copy[currentplayer]] Greater than iagility[currentplayer_Copy[currentplayer]]) and (istrength[currentplayer_Copy[currentplayer]] Greater than iIntelligence[currentplayer_Copy[currentplayer]])
-
-
Then - Actions
-
Set ievolution[currentplayer_Copy[currentplayer]] = (EvolveLevel[currentplayer_Copy[currentplayer]] x 10)
-
Set EvolveLevel[currentplayer_Copy[currentplayer]] = (EvolveLevel[currentplayer_Copy[currentplayer]] + EvolveLevel[currentplayer_Copy[currentplayer]])
-
-------- The system will now locate the unit and create and unit. --------
-
Unit - Create 1 Evolution[ievolution[currentplayer]] for (Owner of (Triggering unit)) at (Position of playerhero[currentplayer]) facing Default building facing degrees
-
Unit - Remove playerhero[currentplayer_Copy[currentplayer]] from the game
-
Set playerhero[currentplayer_Copy[currentplayer]] = (Last created unit)
-
-------- We shall now, set up all the attributes. --------
-
Hero - Set playerhero[currentplayer_Copy[currentplayer]] Hero-level to (EvolveLevel[currentplayer_Copy[currentplayer]] x 8), Hide level-up graphics
-
Hero - Modify Strength of playerhero[currentplayer_Copy[currentplayer]]: Set to istrength[currentplayer_Copy[currentplayer]]
-
Hero - Modify Agility of playerhero[currentplayer_Copy[currentplayer]]: Set to iagility[currentplayer_Copy[currentplayer]]
-
Hero - Modify Intelligence of playerhero[currentplayer_Copy[currentplayer]]: Set to iIntelligence[currentplayer_Copy[currentplayer]]
-
-
Else - Actions
-
-
-------- We shall detect if Agility is greater than both Strength and intelligence --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(iagility[currentplayer_Copy[currentplayer]] Greater than istrength[currentplayer_Copy[currentplayer]]) and (iagility[currentplayer_Copy[0]] Greater than iIntelligence[currentplayer_Copy[currentplayer]])
-
-
Then - Actions
-
Set ievolution[currentplayer_Copy[currentplayer]] = (EvolveLevel[currentplayer_Copy[currentplayer]] x 10)
-
Set EvolveLevel[currentplayer_Copy[currentplayer]] = (EvolveLevel[currentplayer_Copy[currentplayer]] + EvolveLevel[currentplayer_Copy[currentplayer]])
-
-------- The system will now locate the unit and create and unit. --------
-
Unit - Create 1 Evolution[ievolution[currentplayer]] for (Owner of (Triggering unit)) at (Position of playerhero[currentplayer]) facing Default building facing degrees
-
Unit - Remove playerhero[currentplayer_Copy[currentplayer]] from the game
-
Set playerhero[currentplayer_Copy[currentplayer]] = (Last created unit)
-
-------- We shall now, set up all the attributes. --------
-
Hero - Set playerhero[currentplayer_Copy[currentplayer]] Hero-level to (EvolveLevel[currentplayer_Copy[currentplayer]] x 8), Hide level-up graphics
-
Hero - Modify Strength of playerhero[currentplayer_Copy[currentplayer]]: Set to istrength[currentplayer_Copy[currentplayer]]
-
Hero - Modify Agility of playerhero[currentplayer_Copy[currentplayer]]: Set to iagility[currentplayer_Copy[currentplayer]]
-
Hero - Modify Intelligence of playerhero[currentplayer_Copy[currentplayer]]: Set to iIntelligence[currentplayer_Copy[currentplayer]]
-
-
Else - Actions
-
-
-------- We shall detect if Intelligence is greater than both Strength and Agility --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(iIntelligence[currentplayer_Copy[currentplayer]] Greater than istrength[currentplayer_Copy[currentplayer]]) and (iagility[currentplayer_Copy[0]] Less than iIntelligence[currentplayer_Copy[currentplayer]])
-
-
Then - Actions
-
Set ievolution[currentplayer_Copy[currentplayer]] = (EvolveLevel[currentplayer_Copy[currentplayer]] x 10)
-
Set EvolveLevel[currentplayer_Copy[currentplayer]] = (EvolveLevel[currentplayer_Copy[currentplayer]] + EvolveLevel[currentplayer_Copy[currentplayer]])
-
-------- The system will now locate the unit and create and unit. --------
-
Unit - Create 1 Evolution[ievolution[currentplayer]] for (Owner of (Triggering unit)) at (Position of playerhero[currentplayer]) facing Default building facing degrees
-
Unit - Remove playerhero[currentplayer_Copy[currentplayer]] from the game
-
Set playerhero[currentplayer_Copy[currentplayer]] = (Last created unit)
-
-------- We shall now, set up all the attributes. --------
-
Hero - Set playerhero[currentplayer_Copy[currentplayer]] Hero-level to (EvolveLevel[currentplayer_Copy[currentplayer]] x 8), Hide level-up graphics
-
Hero - Modify Strength of playerhero[currentplayer_Copy[currentplayer]]: Set to istrength[currentplayer_Copy[currentplayer]]
-
Hero - Modify Agility of playerhero[currentplayer_Copy[currentplayer]]: Set to iagility[currentplayer_Copy[currentplayer]]
-
Hero - Modify Intelligence of playerhero[currentplayer_Copy[currentplayer]]: Set to iIntelligence[currentplayer_Copy[currentplayer]]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-
-
-
-
Actions
-
-------- --------------------------------------------------- --------
-
-------- --------------------------------------------------- --------
-
-------- The Number values are used for each type of different stat --------
-
-------- 1 = Strength --------
-
-------- 10 = Agility --------
-
-------- 100 = Intelligence --------
-
-------- This different types are used to stop bugging, and collision. --------
-
-------- To add a new unit to strength simply, create a new trigger as --------
-
-------- Set Evolution[(Value x Highest Stat)] = (Unit you select) --------
-
-------- Obviously you would change the "Value" to the tier level. (1,2,3,4,5,6) --------
-
-------- Basic Evolution --------
-
Set Evolution[(1 x 1)] = Stength
-
Set Evolution[(1 x 10)] = Agility
-
Set Evolution[(1 x 100)] = Intelligence
-
-------- Hybrid Evolution --------
-
-------- x1 + 10 = Strength/Agility --------
-
-------- x1 + 100 = Strength/Intelligence --------
-
-------- x100 + 100= Intelligence/Agility --------
-
-------- This different types are used to stop bugging, and collision. --------
-
-------- Set Evolution[(Value x Highest Stat) + 2nd Highest Stat] = (Unit you select) --------
-
-------- Obviously you would change the "Value" to the tier level. (1,2,3,4,5,6) --------
-
Set Evolution[((2 x 1) + 10)] = Strength/Agility
-
Set Evolution[((2 x 1) + 100)] = Strength/Intelligence
-
Set Evolution[((2 x 100) + 10)] = Intelligence/Agility
-
-------- End of Evolution Setup --------
-
-------- --------------------------------------------------- --------
-
-------- --------------------------------------------------- --------
-
Set players = (Number of players in (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing))))
-
For each (Integer A) from 1 to players, do (Actions)
-
Loop - Actions
-
Set currentplayer = (Player number of (Player((Integer A))))
-
Set currentplayer_Copy[(Integer A)] = currentplayer
-
Set iSkillPoints[(Integer A)] = 1
-
Set EvolveLevel[(Integer A)] = 1
-
Unit - Create 1 Organism for (Player((Integer A))) at (Center of (Playable map area)) facing Default building facing degrees
-
Set playerhero[(Integer A)] = (Last created unit)
-
Trigger - Add to Level up CHEAT <gen> the event (Player - (Player((Integer A))) skips a cinematic sequence)
-
-
-
http://www.hiveworkshop.com/forums/attachments/triggers-scripts-269/97215d1296597353-evolution-system-evolutionsystem.w3x
Last edited: