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Zelda Shovel System - v.0.1

I thought about making a map containing elements of the epic zelda saga.
Today I saw a "Dig System" but it wasn't exactly how I wanted it to be so here is my "ZELDA SHOVEL SYSTEM"!!!!!

(I don't violate the rules for creating something similar 'cause mine is better and I don't violate the rules by importing the shovel icon 'cause it's indispensable for the spell to work!)

  • Events
    • Map initialization
  • Conditions
  • Actions
    • -------- Set common items here --------
    • Set Shovel_Common[0] = Cheese
    • Set Shovel_Common[1] = Sentry Wards
    • Set Shovel_Common[2] = Sacrificial Skull
    • Set Shovel_Common[3] = Dust of Appearance
    • -------- Set number of common items +1 here --------
    • Set Shovel_Max[0] = 3
    • -------- Set uncommon items here --------
    • Set Shovel_Uncommon[0] = Ring of Protection +2
    • Set Shovel_Uncommon[1] = Ironwood Branch
    • Set Shovel_Uncommon[2] = Wand of Illusion
    • Set Shovel_Uncommon[3] = Gauntlets of Ogre Strength +3
    • -------- Set number of uncommon items +1 here --------
    • Set Shovel_Max[1] = 3
    • -------- Set rare items here --------
    • Set Shovel_Rare[0] = Claws of Attack +15
    • Set Shovel_Rare[1] = Crown of Kings +5
    • Set Shovel_Rare[2] = Kelen's Dagger of Escape
    • Set Shovel_Rare[3] = Mask of Death
    • -------- Set number of rare items +1 here --------
    • Set Shovel_Max[2] = 3
    • -------- Shovel_Max[0] saves the last array slot for common items --------
    • -------- Shovel_Max[1] saves the last array slot for uncommon items --------
    • -------- Shovel_Max[2] saves the last array slot for rare items --------
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Shovel
  • Actions
    • -------- Don't modify anything but the things which are recommended to modify --------
    • -------- Unless you know what you are doing --------
    • Custom script: local real x = GetUnitX( GetTriggerUnit() )
    • Custom script: local real y = GetUnitY( GetTriggerUnit() )
    • -------- Modify depth here --------
    • -------- But be aware of the fact that digging deeper than 2k might corrupt the game --------
    • Custom script: local real depth = 128.00
    • -------- Modify radius here --------
    • Custom script: local real radius =128.00
    • Custom script: local ubersplat uber = CreateUbersplat( x, y, "LSDL", 255, 255, 255, 255, false, false )
    • Custom script: call SetUbersplatRenderAlways( uber, true )
    • Custom script: call TerrainDeformCrater( x, y, radius, depth, 100, true )
    • Set loc = (Position of (Triggering unit))
    • -------- Modify disallowed terrain types here --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Terrain type at loc) Not equal to Cityscape - Black Marble
        • (Terrain type at loc) Not equal to Cityscape - Brick
        • (Terrain type at loc) Not equal to Cityscape - Square Tiles
        • (Terrain type at loc) Not equal to Cityscape - Round Tiles
        • (Terrain type at loc) Not equal to Cityscape - White Marble
      • Then - Actions
        • -------- 50 % to get something --------
        • -------- Modify chance to get something here --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Random integer number between 1 and 100) Less than or equal to 50
          • Then - Actions
            • -------- 75% that it's common --------
            • -------- Modify chance to get something common here --------
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Random integer number between 1 and 100) Less than or equal to 75
              • Then - Actions
                • Hero - Create Shovel_Common[(Random integer number between 0 and Shovel_Max[0])] and give it to (Triggering unit)
                • Game - Display to (All players) the text: (You found: + (|c00808080 + (Name of (Last created item))))
              • Else - Actions
                • -------- 75% that it's uncommon --------
                • -------- 25% that it's rare --------
                • -------- Modify chance to get something uncommon or rare here --------
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (Random integer number between 1 and 100) Less than or equal to 75
                  • Then - Actions
                    • Hero - Create Shovel_Uncommon[(Random integer number between 0 and Shovel_Max[1])] and give it to (Triggering unit)
                    • Game - Display to (All players) the text: (You found: + (|c0000ff00 + (Name of (Last created item))))
                  • Else - Actions
                    • Hero - Create Shovel_Rare[(Random integer number between 0 and Shovel_Max[2])] and give it to (Triggering unit)
                    • Game - Display to (All players) the text: (You found: + (|c00fdaa0f + (Name of (Last created item))))
          • Else - Actions
            • Game - Display to (Player group((Owner of (Triggering unit)))) the text: You didn't find any...
      • Else - Actions
        • Game - Display to (Player group((Owner of (Triggering unit)))) the text: You can not dig her...
        • Custom script: call TerrainDeformCrater( x, y, radius, -depth, 100, true )
        • Custom script: call DestroyUbersplat( uber )
        • Custom script: set uber = null
        • Skip remaining actions
    • Custom script: call RemoveLocation( udg_loc )
    • -------- Modify duration of crater here --------
    • Wait 5.00 game-time seconds
    • Custom script: call TerrainDeformCrater( x, y, radius, -depth, 100, true )
    • Custom script: call DestroyUbersplat( uber )
    • Custom script: set uber = null
  • Events
    • Player - Player 1 (Red) types a chat message containing -removecheese as An exact match
  • Conditions
  • Actions
    • -------- How to remove items from the itemarrays: --------
    • -------- set the itemtype you want to have removed --------
    • Set itemtype = Cheese
    • -------- and run that trigger --------
    • Trigger - Run ShovelRemoveItemtype <gen> (ignoring conditions)
    • -------- that's it! --------
    • Game - Display to (All players) the text: No more cheese!
  • Events
    • Player - Player 1 (Red) types a chat message containing -addcheese as An exact match
  • Conditions
  • Actions
    • -------- Shovel_Max[0] saves the last array slot for common items --------
    • -------- Shovel_Max[1] saves the last array slot for uncommon items --------
    • -------- Shovel_Max[2] saves the last array slot for rare items --------
    • -------- So you should adjust the shovel_max[0-2] depending on the dropchance you want it to have --------
    • Set Shovel_Max[0] = (Shovel_Max[0] + 1)
    • Set Shovel_Common[Shovel_Max[0]] = Cheese
    • Game - Display to (All players) the text: More cheese!
  • Events
  • Conditions
  • Actions
    • -------- Don't modify anything here --------
    • For each (Integer i) from 0 to Shovel_Max[0], do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Shovel_Common[i] Equal to itemtype
          • Then - Actions
            • Set Shovel_Common[i] = Shovel_Common[Shovel_Max[0]]
            • Set Shovel_Max[0] = (Shovel_Max[0] - 1)
            • Skip remaining actions
          • Else - Actions
    • For each (Integer i) from 0 to Shovel_Max[1], do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Shovel_Uncommon[i] Equal to itemtype
          • Then - Actions
            • Set Shovel_Uncommon[i] = Shovel_Uncommon[Shovel_Max[1]]
            • Set Shovel_Max[1] = (Shovel_Max[1] - 1)
            • Skip remaining actions
          • Else - Actions
    • For each (Integer i) from 0 to Shovel_Max[2], do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Shovel_Rare[i] Equal to itemtype
          • Then - Actions
            • Set Shovel_Rare[i] = Shovel_Rare[Shovel_Max[2]]
            • Set Shovel_Max[2] = (Shovel_Max[2] - 1)
          • Else - Actions
Contents

Zelda Shovel System (Map)

Reviews
18:49, 17th Jun 2010 Hanky: Leakless, MUI and it could be useful for some users. Enough reasons for an approval.

Moderator

M

Moderator

18:49, 17th Jun 2010
Hanky:
Leakless, MUI and it could be useful for some users. Enough reasons for an approval.
 
Level 19
Joined
Feb 4, 2009
Messages
1,313
Yes. But i cant see why this one is so much better than mine.

shame on you! (and I never said that it's MUCH better anyway)

My system is much easier to understand for people.

'cause it contains less options

It just dont seperate the items in rare, uncommon and common.

and that's exactly what I did not like about it
I want different drop chances for different types of items
and I want the digging to make a hole
and I want the digging to create a visible effect
and I want to be able to remove items
and I want to be able to add items

by the way: create item for hero does the same as your workaround
 
Level 9
Joined
May 9, 2009
Messages
536
... i found cheese T_T... soooooo, why are two shovel system creators arguing? you two should be giving each other advice, not hitting each other with icons of shovels. feedback is a bad option if you two are gonna be the only ones posting. its like a troll, except with insults.
 
Level 7
Joined
Mar 28, 2009
Messages
210
baassee said:
it's christmas tomorrow for goodness sake

it's Christmas Eve tomorrow not Christmas silly! I hope u don't get coal in ur stockings dude...

And don't fight... if u do maybe make a map about it called "Shovel Wars" and who ever digs the awesomenest and most wins! Lol

nice system this is for levels of loot while omg's was about just single level so it's all good plus u don't see knockback makers argueing with other knockback spell makers...lol so many knockback spells
 
Level 4
Joined
Feb 20, 2011
Messages
57
QUOTE=X-OMG-X;1414724]Yes. But i cant see why this one is so much better than mine. My system is much easier to understand for people. It just dont seperate the items in rare, uncommon and common.[/QUOTE]


-Its better because its from something and not just random. In what game can you use yours?
For his one you can set the items. in LoZ you get any item from it. like $ or items. for yours you get random crap
and people can relate to what his is.
4/5 on urs D4RK
2/5 on urs X-OMG-X
 
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