Map design - TRIGGERS (eg. if the hero dies)
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Re: Map design - TRIGGERS (eg. if the hero dies)
posted in first post 2 videos about triggers
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- Site Admin
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Re: Map design - TRIGGERS (eg. if the hero dies)
change in text (in game texting) about "You will lose conditions"
-----------------
Objectives:
You can define a trigger to be "Objective" meaning its description will appear in the map datasheet like this:
Objectives
Showing the
a) progress if you have finished the given Objective or not (in games you are still playing in)
OR
b) showing the "You will lose if..." cases, eg. "Your Hero must survive" objective.
-----------------
Objectives:
You can define a trigger to be "Objective" meaning its description will appear in the map datasheet like this:
Objectives
Showing the
a) progress if you have finished the given Objective or not (in games you are still playing in)
OR
b) showing the "You will lose if..." cases, eg. "Your Hero must survive" objective.
Re: Map design - TRIGGERS (eg. if the hero dies)
This one is big. I often found myself playing some maps by deleting units until I lost to see which of them I had to keep alive. Displaying this info in the objectives is imo a very intuitive way to properly guide the player through the maps. NiceStratego (dev) wrote: ↑Fri May 20, 2022 7:59 pm change in text (in game texting) about "You will lose conditions"
-----------------
Objectives:
You can define a trigger to be "Objective" meaning its description will appear in the map datasheet like this:
Objectives
Showing the
a) progress if you have finished the given Objective or not (in games you are still playing in)
OR
b) showing the "You will lose if..." cases, eg. "Your Hero must survive" objective.
Green is the correct color, other colors are "less correct".
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Re: Map design - TRIGGERS (eg. if the hero dies)
yes i also want to make all maps show that but for that
a) we need all maps that has such condition (in theory it is searchable tru files)
- i looked them up in aos: viewtopic.php?f=4&t=12774
- i looked them up in aof: viewtopic.php?f=28&t=12775
- i looked them up in aow: viewtopic.php?f=57&t=12776
- i looked them up in aog: viewtopic.php?f=141&t=12777
- i looked them up in aomw: viewtopic.php?f=303&t=12778
b) fixing them by setting those triggers to be condition type, naming them nicely.
a) we need all maps that has such condition (in theory it is searchable tru files)
- i looked them up in aos: viewtopic.php?f=4&t=12774
- i looked them up in aof: viewtopic.php?f=28&t=12775
- i looked them up in aow: viewtopic.php?f=57&t=12776
- i looked them up in aog: viewtopic.php?f=141&t=12777
- i looked them up in aomw: viewtopic.php?f=303&t=12778
b) fixing them by setting those triggers to be condition type, naming them nicely.
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- Site Admin
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- Joined: Fri Apr 25, 2014 9:28 pm
Re: Map design - TRIGGERS (eg. if the hero dies)
new type:
transient public static final int TRIGGER_EFF_SET_DECOR = 1047; //Sets a decoration to location(s), decor ID is in Message field numerically
transient public static final int TRIGGER_EFF_SET_DECOR = 1047; //Sets a decoration to location(s), decor ID is in Message field numerically
- Puss_in_Boots
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Re: Map design - TRIGGERS (eg. if the hero dies)
Is it possible to have a trigger that removes permanent effects from units that start with them? Let's say I want to remove lifelink from Puss In Boots himself or a vampire in my own maps.
If it is already possible I haven't figured out how.
If it is already possible I haven't figured out how.
OLÉ