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Evolve System 1.1

Submitted by hell gate
This bundle is marked as approved. It works and satisfies the submission rules.
Here is my MPI Evolve system for my trem map.
type -evolve to open the dialog
kill an enemy to get 1 evolution point


give credits if you use this in your map


update: now it shows you evolution points in the dialog

@ TriggerHappy:
Keywords:
evo, evolve, evolution, alien, morph
Contents

Evo System (Map)

Reviews
Moderator
11:53, 17th Jun 2010 TriggerHappy: Works fine and could be useful.
  1. 11:53, 17th Jun 2010
    TriggerHappy:

    Works fine and could be useful.
     
  2. krisserz

    krisserz

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    Simple, but useful.
    Maybe to improve it make it, that the number of added evolution points depends on level of killed unit and if killed unit is a hero (like +1 if is hero and +1 for each level of the killed unit)
     
  3. hell gate

    hell gate

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    yes i'll do it in my map but this is just a test map
     
  4. Catch_ya

    Catch_ya

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    code please.. :)
     
  5. hell gate

    hell gate

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    Triggers
    Init
    • EVO D init
      • Ereignisse
        • Map initialization
      • Bedingungen
      • Aktionen
        • Custom script: set udg_EvoMaxPlayers=bj_MAX_PLAYER_SLOTS
        • -------- ----------------------------------------------------------------------------------------------------- --------
        • -------- ----- settings ----- --------
        • Set EvoMorphEffect = Abilities\Spells\Other\Charm\CharmTarget.mdl
        • -------- --------------------------------------- --------
        • -------- NOTE: you should sort the following things from the EvoCost (min) to EvoCost (max) --------
        • -------- --------------------------------------- --------
        • Set EvoMaxUnits = (EvoMaxUnits + 1)
        • Set EvoType[EvoMaxUnits] = Arbeiter
        • Set EvoCost[EvoMaxUnits] = 0
        • Set EvoName[EvoMaxUnits] = Worker
        • -------- --------------------------------------- --------
        • Set EvoMaxUnits = (EvoMaxUnits + 1)
        • Set EvoType[EvoMaxUnits] = Soldat
        • Set EvoCost[EvoMaxUnits] = 1
        • Set EvoName[EvoMaxUnits] = Soldier
        • -------- --------------------------------------- --------
        • Set EvoMaxUnits = (EvoMaxUnits + 1)
        • Set EvoType[EvoMaxUnits] = Scharfschütze
        • Set EvoCost[EvoMaxUnits] = 1
        • Set EvoName[EvoMaxUnits] = Sniper
        • -------- --------------------------------------- --------
        • Set EvoMaxUnits = (EvoMaxUnits + 1)
        • Set EvoType[EvoMaxUnits] = Priester
        • Set EvoCost[EvoMaxUnits] = 2
        • Set EvoName[EvoMaxUnits] = Healer
        • -------- --------------------------------------- --------
        • Set EvoMaxUnits = (EvoMaxUnits + 1)
        • Set EvoType[EvoMaxUnits] = Ritter
        • Set EvoCost[EvoMaxUnits] = 3
        • Set EvoName[EvoMaxUnits] = Knight
        • -------- --------------------------------------- --------
        • Set EvoUnit[1] = Arbeiter 0001 <gen>
        • Set EvoUnit[2] = Arbeiter 0002 <gen>
        • -------- ----- end of the settings ----- --------
        • -------- ----------------------------------------------------------------------------------------------------- --------
        • For each (Integer EvoInteger[1]) from 1 to EvoMaxPlayers, do (Actions)
          • Schleifen - Aktionen
            • Auslöser - Add to EVO D show <gen> the event (Spieler - (Player(EvoInteger[1])) types a chat message containing -evolve as Exakte Übereinstimmung)
            • Auslöser - Add to EVO D select <gen> the event (Dialog - A dialog button is clicked for EvoDialog[EvoInteger[1]])
            • -------- add events --------

    Show
    • EVO D show
      • Ereignisse
      • Bedingungen
      • Aktionen
        • Set EvoInteger[0] = (Player number of (Triggering player))
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • 'IF'-Bedingungen
            • (EvoUnit[EvoInteger[0]] is alive) Gleich True
          • 'THEN'-Aktionen
            • Dialog - Clear EvoDialog[EvoInteger[0]]
            • Dialog - Change the title of EvoDialog[EvoInteger[0]] to Evolution Tree
            • -------- this get the number of the unit type --------
            • -------- --------------------------------------- --------
            • For each (Integer EvoInteger[1]) from 1 to EvoMaxUnits, do (Actions)
              • Schleifen - Aktionen
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • 'IF'-Bedingungen
                    • EvoTempBoolean[0] Gleich False
                    • (Unit-type of EvoUnit[EvoInteger[0]]) Gleich EvoType[EvoInteger[1]]
                  • 'THEN'-Aktionen
                    • Set EvoTempBoolean[0] = True
                    • Set EvoInteger[2] = EvoInteger[1]
                  • 'ELSE'-Aktionen
            • Set EvoTempBoolean[0] = False
            • -------- --------------------------------------- --------
            • For each (Integer EvoInteger[1]) from 1 to EvoMaxUnits, do (Actions)
              • Schleifen - Aktionen
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • 'IF'-Bedingungen
                    • EvoCost[EvoInteger[1]] Größer gleich EvoCost[EvoInteger[2]]
                    • EvoInteger[1] Ungleich EvoInteger[2]
                  • 'THEN'-Aktionen
                    • Set EvoButtonString[0] = EvoName[EvoInteger[1]]
                    • Set EvoInteger[4] = (EvoCost[EvoInteger[1]] - EvoCost[EvoInteger[2]])
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • 'IF'-Bedingungen
                        • EvoInteger[4] Gleich 0
                      • 'THEN'-Aktionen
                        • Set EvoButtonString[1] = <Leerer String>
                      • 'ELSE'-Aktionen
                        • Set EvoButtonString[1] = ( |c00008000 + ([ + ((String((EvoCost[EvoInteger[1]] - EvoCost[EvoInteger[2]]))) + ]|r)))
                    • Dialog - Create a dialog button for EvoDialog[EvoInteger[0]] labelled (EvoButtonString[0] + EvoButtonString[1])
                    • Set EvoButton[(EvoInteger[1] x EvoInteger[0])] = (Last created dialog Button)
                    • -------- set the name of the button and set the variable on it --------
                  • 'ELSE'-Aktionen
            • -------- --------------------------------------- --------
            • Dialog - Create a dialog button for EvoDialog[EvoInteger[0]] labelled |c00FF0000Exit|r
            • Dialog - Zeigen EvoDialog[EvoInteger[0]] for (Player(EvoInteger[0]))
            • -------- create the exit button --------
          • 'ELSE'-Aktionen

    Select
    • EVO D select
      • Ereignisse
      • Bedingungen
      • Aktionen
        • Set EvoInteger[0] = (Player number of (Triggering player))
        • Set EvoInteger[2] = 0
        • For each (Integer EvoInteger[1]) from (EvoMaxUnits x (EvoInteger[0] - 1)) to (EvoMaxUnits x EvoInteger[0]), do (Actions)
          • Schleifen - Aktionen
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • 'IF'-Bedingungen
                • EvoTempBoolean[0] Gleich False
                • (Clicked dialog button) Gleich EvoButton[EvoInteger[1]]
              • 'THEN'-Aktionen
                • Set EvoTempBoolean[0] = True
                • Set EvoInteger[2] = (EvoInteger[1] / EvoInteger[0])
                • -------- get the unit number by the clicked dialog button --------
              • 'ELSE'-Aktionen
        • Set EvoTempBoolean[0] = False
        • -------- --------------------------------------- --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • 'IF'-Bedingungen
            • EvoInteger[2] Gleich 0
          • 'THEN'-Aktionen
            • Skip remaining actions
            • -------- this regionice if you have clicked on the exit button --------
          • 'ELSE'-Aktionen
        • -------- --------------------------------------- --------
        • For each (Integer EvoInteger[1]) from 1 to EvoMaxUnits, do (Actions)
          • Schleifen - Aktionen
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • 'IF'-Bedingungen
                • EvoTempBoolean[0] Gleich False
                • (Unit-type of EvoUnit[EvoInteger[0]]) Gleich EvoType[EvoInteger[1]]
              • 'THEN'-Aktionen
                • Set EvoTempBoolean[0] = True
                • Set EvoInteger[3] = EvoInteger[1]
                • -------- get the unit number ot the curent unit --------
              • 'ELSE'-Aktionen
        • Set EvoTempBoolean[0] = False
        • -------- --------------------------------------- --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • 'IF'-Bedingungen
            • PlayerEvolutionPoints[EvoInteger[0]] Größer gleich (EvoCost[EvoInteger[2]] - EvoCost[EvoInteger[3]])
          • 'THEN'-Aktionen
            • Set EvoTempReal[0] = (Percentage life of EvoUnit[EvoInteger[0]])
            • Set EvoTempReal[1] = (Percentage mana of EvoUnit[EvoInteger[0]])
            • Set EvoTempReal[2] = (Facing of EvoUnit[EvoInteger[0]])
            • Einheit - Remove EvoUnit[EvoInteger[0]] from the game
            • Set EvoLeakPoint = (Position of EvoUnit[EvoInteger[0]])
            • Einheit - Create 1 EvoType[EvoInteger[2]] for (Player(EvoInteger[0])) at EvoLeakPoint facing EvoTempReal[2] degrees
            • Einheit - Set life of (Last created unit) to EvoTempReal[0]%
            • Einheit - Set mana of (Last created unit) to EvoTempReal[1]%
            • -------- --------------------------------------- --------
            • -------- create the new unit --------
            • Spezialeffekt - Create a special effect at EvoLeakPoint using EvoMorphEffect
            • Spezialeffekt - Destroy (Last created special effect)
            • -------- --------------------------------------- --------
            • Set EvoUnit[EvoInteger[0]] = (Last created unit)
            • -------- --------------------------------------- --------
            • Set PlayerEvolutionPoints[EvoInteger[0]] = (PlayerEvolutionPoints[EvoInteger[0]] - (EvoCost[EvoInteger[2]] - EvoCost[EvoInteger[3]]))
            • -------- --------------------------------------- --------
            • Custom script: call RemoveLocation(udg_EvoLeakPoint)
          • 'ELSE'-Aktionen
            • Custom script: call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"|cfffed312Not enough Evolution Points!|r")
     
  6. Kingz

    Kingz

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    EDIT:
    Nvm what i said.
    Will test it tomorrow.
     
  7. mdblaze

    mdblaze

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    I checked it out, seemed pretty good. When looking at it in the editor it confused the heck out of me. I understand it enough to where I could change what units it evolves into, but I don't understand enough of it by looking at it to change anything else, so I would say people with alot of experience using the editor would get more use out of this than people just starting out, or people who only fiddle around with the editor occasionally.
     
  8. Animalpower

    Animalpower

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    I don't know if I need this but in my animal life maps animals evolve by time and they can choose a way I think it's better to replace a animal with a evolved,like a hatchling to adult.I like that way more.
     
  9. LeNzYDaMapMaker

    LeNzYDaMapMaker

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    I need help whit an thing what are this :
    "Action"
    Set EvoUnit[1] = gg_unit_hpea_0001 and
    Set EvoUnit[1] = gg_unit_hpea_0002
    ?? Need an awnser cuz really wanna have this into my RPG map :)