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GUI System Workshop [Requests welcome!]

Discussion in 'Requests' started by rulerofiron99, Aug 29, 2012.

  1. rulerofiron99

    rulerofiron99

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    I'm pretty sure you're safe, your name doesn't look like it's from anime :p
     
  2. HappyTauren

    HappyTauren

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    This is golden. Also, add a rep requirement to the first post :D And note it is for "proof the user is not completely useless piece of not-knowing-anything" :D
     
  3. claptomanic

    claptomanic

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    hey ruler ^^

    im in need of a system so i asked you to make it ;D

    the system should do the following:

    give exp depending on the level of the creep killed and the level of the hero whos killing it. (sounds easy up to here or? ;D)
    now the tricky parts. :D
    the exp should be devived to every allied hero in 600 range of the position the killed unit was (still sounds easy^^) depending on the levels of the allied heroes in the range (example : 100 exp ; 3 heroes (levels: 3, 6 ,1 -> total levels 10) -> 10 exp per part , 10 parts -> (parts for each hero are calulated : (level of the hero * part value)) the level 1 gets 60 exp , the level 3 gets 30 exp the level 6 gets 10 exp (so the hero with the lowest level gets the biggest part, the second the second part and so on until the highest leveled hero gets the smallest part); i hope its understandable how this part should work ;D).
    if a summoned unit kills the creep the total exp got is reduced by 10% so the example is changed the following way: 100 exp (-10%)-> 90 exp ; 3 heroes (levels: 3, 6 ,1 -> total levels 10) -> 9 exp per part , 10 parts -> the level 1 gets 54 exp , the level 3 gets 27 exp the level 6 gets 9 exp).

    also its possible that heroes have a certain buff increasing the exp they get (not the total exp) by 25% and certain items increasing the exp by certain % or real values (please make a hash where i can specify the values for each item and save a boolean whether its a percentage bonus or a real value bonus).


    the exp of every creep is calculated this way : 100 + (creep level * 20)

    the exp for killing enemy heroes (dungeon bosses) is calculated this way : 500 + (dungeon number * 25) ; (the dungeon number should be a hash where i can combine the dungeon boss with the dungeon number)

    please make the values in the calculation changable easily (the 100, the 500 the 20 & the 25).


    i know its compicalted but i hope youll make it ;D

    if you have any question please send a pm.

    thanks in advance

    greetz clapto
     
  4. rulerofiron99

    rulerofiron99

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    Will have a look tomorrow.
     
  5. gorillabull

    gorillabull

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    hello mister ruler if you are not too busy i would like you to answer this question. how does one make a platform system which moves a unit <<-SIDEWAYS->> not up and down

    i had an idea to do it with elevator platform since it moves units however there is no native which moves destructibles to a certain point only up and down sadly i fear this is something the wc3 engine does not support
    this is what i have in mind, as the elevator platform moves sideways the unit moves too

    show
    [​IMG]
     
  6. rulerofiron99

    rulerofiron99

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    I'd use a unit for the platform.
    For walking, two ideas:
    1. When the unit mounts the platform, they lose ability to move and get moved to the position of the platform every 0.03 sec.
    2. Make an invisible bridge across the whole path its moving, and dynamically enable/disable pathing blockers along the way.
     
  7. neo_sluf

    neo_sluf

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    Well i just to say can you make one for me?...the save/load triggers cause i am sure i will really missed up!
    Anyways your is the people who i trust in making this kind of GUI System so pls. help me.
     
  8. neo_sluf

    neo_sluf

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    Well i just to say can you make one for me?...the save/load triggers cause i am sure i will really missed up!
    Anyways your is the people who i trust in making this kind of GUI System so pls. help me.
     
  9. torques

    torques

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    Save/Load Just give it a try man, there's already been a lot out there, why are you requesting it again. Maybe it works?

    GUI? Most of the Save/Load is in GUI, but there still will be Jass scripts for it to work, saving integers etc.
     
  10. rulerofiron99

    rulerofiron99

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    Exp System
    Core function:
    • Gets total exp a creep will provide
    • Calculate piece size to total/(total hero levels)
    • Divides total into pieces each (herolevel)*piecesize
    • Gives highest piece to lowest level hero, etc
    Bonus function:
    • Specify a buff that gives 25% bonus to unit's already calculated exp piece
    • Specify a list of items that can each give a configurable bonus exp to unit's calculated piece (specify whether percentage/flat, and how much)
    Not done:
    • Dungeon bonus. Not sure how you want this done, so I left it as dungeonbonus*(boss herolevel).
     

    Attached Files:

  11. ThisPOT

    ThisPOT

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  12. Br0

    Br0

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    How goes the thoughts on my request?
     
  13. rulerofiron99

    rulerofiron99

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    And we're open for business again!
     
  14. torques

    torques

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    System Title: Revive Circle System
    System Description: When a hero died, it will create a circle of power at the "dead" location. If an allied walked past the circle of power, the dead hero will be revived.
    System Specifications:
    • MPI - Work for every player
    • MUI - Work for every hero

    This system was actually made before by defskull but is not MUI. I request the MUI from him but he seems to give up his Spell Workshop currently. Here is the non-mui system. SRCS
     
  15. rulerofiron99

    rulerofiron99

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    defskull's system is definitely MUI - it works for multiple Peasants controlled by one player.

    Do you need the system to work for multiple unit types?
     
  16. torques

    torques

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    ^ yes. I need it to work for multiple unit type.
     
  17. rulerofiron99

    rulerofiron99

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    Team Hero Revive System
    Description: When a hero dies, a circle of power is created at its location, and the hero becomes revived when an allied hero comes in range.
    • Configurable range
    • Works for player and allied heroes
    • Each hero type must be configured: whether it becomes revivable or not, and whether it can revive or not
    Specifications:
    • MUI for any number of configured units
    Requirements:
    • Unit Indexing system (included)
    • Damage Detection system (included)

    How it works: when a unit takes damage that should be fatal, it is instead paused and made invulnerable, and added to the system. The system checks the units nearby each dead unit periodically, reviving it if at least one reviver unit is in nearby.
     

    Attached Files:

  18. torques

    torques

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    works like a charm! thanks.

    +rep
     
  19. Weng

    Weng

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    About Memory Saving?

    looking on many tutorials about that but my knowledge isn't enough to understand them.


    THANKS BEFORE ANYTHING
     
  20. Chaosy

    Chaosy

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    I am sorry but thats impossible. You sadly cant store values between the times you play it.
    tho I heard you could extract a txt file with your scores.