- Joined
- Feb 22, 2009
- Messages
- 260
These are the passives. I call them Titan's gift in general.
What I am planning to do is creating a system where each trained unit will receive 1 random combat Titan's gift, 1 random defense Titan's gift and 1 random utility Titan's gift.
This system of gifts is applied to a custom melee map so any and every player can benefit from this system as long as they play as Human. The gift system is supposed to replace the attack and armour upgrade.
There are 3 upgrades that affects the probability of obtain a gift as well as the level of said gift.
These 3 upgrades are Gift of War, Gift of Protection and Gift of Fortune which correspond to Titan's gift of Combat, Defense and Utility.
At lv 1, trained units has 40% chance of receiving a gift of corresponding type.
Lv2, trained units has 60% chance of receiving a gift of corresponding type. Said gift has a 25% of being lv2 instead of lv 1.
Lv3, trained units has 80% chance of receiving a gift of corresponding type. Said gift has a 35% of being lv2 and 25% of being lv 3.
To illustrate, if a player has Gift of War researched to lv3 and Gift of Fortune researched to lv1, a footman for example has 80% of receiving a combat passive (can be Frost Attack or Feedback, etc.) and 40% of receiving an Utility passive (Ensnare or Liquid of Fire, etc.). Because the player has Gift of War lv3, the combat passive (said Feedback for example) has 35% of being lv2 and 25% of being lv3.
Of course, I also want certain passive can only be given to certain types of unit. For example, The Improved Range and Anti air Combat passive should only be considered when the trained unit is a range unit like Riflemen. Meanwhile, only melee units like Knight and Footman should be allowed to randomise Orb effect passive like Feedback and Frost Attack. Meanwhile, only spellcasters (or units with mana) should be able to receive Titan Reactor (a passive that increases mana and mana regen).
How do I create a dynamic system like this?
What I am planning to do is creating a system where each trained unit will receive 1 random combat Titan's gift, 1 random defense Titan's gift and 1 random utility Titan's gift.
This system of gifts is applied to a custom melee map so any and every player can benefit from this system as long as they play as Human. The gift system is supposed to replace the attack and armour upgrade.
There are 3 upgrades that affects the probability of obtain a gift as well as the level of said gift.
These 3 upgrades are Gift of War, Gift of Protection and Gift of Fortune which correspond to Titan's gift of Combat, Defense and Utility.
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Titan Gift setup
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Events
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Time - Elapsed game time is 5.00 seconds
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Conditions
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Actions
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Set GiftCombat[1] = Frost Attack (Titan - Combat)
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Set GiftCombat[2] = Feedback (Titan - Combat)
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Set GiftCombat[3] = Liquid Fire (Titan - Combat)
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Set GiftCombat[4] = Haste (Titan - Combat)
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Set GiftCombat[5] = Titan Strength (Titan - Combat)
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Set GiftCombat[6] = Improved Range (Titan - Combat)
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Set GiftCombat[7] = Anti Air (Titan - Combat)
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-------- =================== --------
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Set GiftDef[1] = Arrow Block (Titan - Defense)
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Set GiftDef[2] = Reincarnation (Titan - Defense)
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Set GiftDef[3] = Spell Guard (Titan - Defense)
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Set GiftDef[4] = Spiked Shell (Titan - Defense)
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Set GiftDef[5] = Titan Protection (Titan - Defense)
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-------- =================== --------
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Set GiftUtility[1] = Ensnare (Autocast) (Titan - Utility)
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Set GiftUtility[2] = Liquid Fire (Titan - Combat)
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Set GiftUtility[3] = Pillage (Titan - Utility)
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Set GiftUtility[4] = Vigor (Titan - Utility)
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Set GiftUtility[5] = Titan Reactor (Titan - Utility)
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At lv 1, trained units has 40% chance of receiving a gift of corresponding type.
Lv2, trained units has 60% chance of receiving a gift of corresponding type. Said gift has a 25% of being lv2 instead of lv 1.
Lv3, trained units has 80% chance of receiving a gift of corresponding type. Said gift has a 35% of being lv2 and 25% of being lv 3.
To illustrate, if a player has Gift of War researched to lv3 and Gift of Fortune researched to lv1, a footman for example has 80% of receiving a combat passive (can be Frost Attack or Feedback, etc.) and 40% of receiving an Utility passive (Ensnare or Liquid of Fire, etc.). Because the player has Gift of War lv3, the combat passive (said Feedback for example) has 35% of being lv2 and 25% of being lv3.
Of course, I also want certain passive can only be given to certain types of unit. For example, The Improved Range and Anti air Combat passive should only be considered when the trained unit is a range unit like Riflemen. Meanwhile, only melee units like Knight and Footman should be allowed to randomise Orb effect passive like Feedback and Frost Attack. Meanwhile, only spellcasters (or units with mana) should be able to receive Titan Reactor (a passive that increases mana and mana regen).
How do I create a dynamic system like this?