Wait..... Peasants don't attack the mine..... they harvest from it...MasterCrusaderX wrote:Well it's supposed to be automatic, here is how it should work exactly:
There is a object named Gold Ore. This object has X amount of HP and when the Peasant attacks the Gold Ore it should have a X% chance of giving owning player X gold.
OR
... Peasant attacks the Gold Ore and has a X% chance to receive Gold Nugget.
Though I may have figured it out.
I am willing to take any other ideas on making mining a little more interesting versus the standard right-click on Gold Mine.Code: Select all
Gold Harvest Events Unit - A unit Is attacked Conditions (Unit-type of (Attacked unit)) Equal to Gold Ore Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Unit-type of (Attacking unit)) Equal to Architect (Random integer number between 1 and 4) Equal to 1 Then - Actions Player - Add 5 to (Owner of (Attacking unit)) Current gold Else - Actions Do nothing
Gold Harvesting Idea
Moderator: Cheaters
-
- The Flying Cow!
- Posts: 2196
- Joined: November 2nd, 2007, 10:34 pm
- Location: Melbourne
Re: Gold Mining Idea
Visit Ozzapoo.net, my blog and the home of AutoCP and Cheatpack Detector!
AutoCP3 now available for free!
AutoCP3 now available for free!
-
- Newcomer
- Posts: 24
- Joined: June 7th, 2007, 11:02 pm
- Title: Amateur Mapmaker
- Location: Washington, USA
Re: Gold Harvesting Idea
The Peasant isn't traditionally mining like you would a Gold Mine; It's actually "attacking" said unit for a chance of receiving gold. The reason why I wanted to do a destructible instead of a unit is because if I base the Gold Ore off of a building it'll have the damage sound when the buildings HP reaches certain levels. You know, the burning sound.
See I'm not trying to make the Peasant mine the Gold Ore in the manner that WC3 established it. Instead, I'm making it similar to that of WoW where you must manually strike a Copper Vein if you want Copper Ore. Just in this case it's straight Gold that you can spend or Gold Ore that you can trade in for Gold for added complications.
I'm sorry if there is any confusion as to what I'm trying to say as an added bonus I changed the name of the thread to Gold Harvesting Idea.
See I'm not trying to make the Peasant mine the Gold Ore in the manner that WC3 established it. Instead, I'm making it similar to that of WoW where you must manually strike a Copper Vein if you want Copper Ore. Just in this case it's straight Gold that you can spend or Gold Ore that you can trade in for Gold for added complications.
I'm sorry if there is any confusion as to what I'm trying to say as an added bonus I changed the name of the thread to Gold Harvesting Idea.
Last edited by MasterCrusaderX on April 8th, 2008, 8:19 am, edited 2 times in total.
-
- The Flying Cow!
- Posts: 2196
- Joined: November 2nd, 2007, 10:34 pm
- Location: Melbourne
Re: Gold Mining Idea
Ok..... That's slightly confusing but I think I get your point. So what you want to do is to be able to make it so that each time you attack a mine it gives you gold and a 40% chance of giving 5g bonus?MasterCrusaderX wrote:The Peasant isn't traditionally mining like you would a Gold Mine; It's actually "attacking" said unit for a chance of receiving gold. The reason why I wanted to do a destructible instead of a unit is because if I base the Gold Ore off of a building it'll have the damage sound when the buildings HP reaches certain levels. You know, the burning sound.
See I'm not trying to make the Peasant mine the Gold Ore in the manner that WC3 established it. Instead, I'm making it similar to that of WoW where you must manually strike a Copper Vein if you want Copper Ore. Just in this case it's straight Gold that you can spend or Gold Ore that you can trade in for Gold for added complications.
Visit Ozzapoo.net, my blog and the home of AutoCP and Cheatpack Detector!
AutoCP3 now available for free!
AutoCP3 now available for free!
-
- Newcomer
- Posts: 24
- Joined: June 7th, 2007, 11:02 pm
- Title: Amateur Mapmaker
- Location: Washington, USA
Re: Gold Harvesting Idea
Not exactly, but you're catching on. You got two methods combined.
Method 1:
While "mining" Gold Ore the Peasant has a 40% chance of receiving 5 gold, which is added to your gold pool.
So, Player - Add 5 Gold to ((Owner of (Attacking Unit))
Method 2:
While "mining" Gold Ore the Peasant has a 40% chance of receiving a Gold Nugget, which can be sold for gold.
Download new map to see for yourself.
Method 1:
While "mining" Gold Ore the Peasant has a 40% chance of receiving 5 gold, which is added to your gold pool.
So, Player - Add 5 Gold to ((Owner of (Attacking Unit))
Method 2:
While "mining" Gold Ore the Peasant has a 40% chance of receiving a Gold Nugget, which can be sold for gold.
Download new map to see for yourself.
You do not have the required permissions to view the files attached to this post.
Last edited by MasterCrusaderX on April 8th, 2008, 8:34 am, edited 1 time in total.
-
- The Flying Cow!
- Posts: 2196
- Joined: November 2nd, 2007, 10:34 pm
- Location: Melbourne
Re: Gold Harvesting Idea
That would involve giving peasants an inventory....MasterCrusaderX wrote: Method 2:
While "mining" Gold Ore the Peasant has a 40% chance of receiving a Gold Nugget, which can be sold for gold.
Visit Ozzapoo.net, my blog and the home of AutoCP and Cheatpack Detector!
AutoCP3 now available for free!
AutoCP3 now available for free!
-
- Newcomer
- Posts: 24
- Joined: June 7th, 2007, 11:02 pm
- Title: Amateur Mapmaker
- Location: Washington, USA
Re: Gold Harvesting Idea
Yes I know, which is basically a modified Unit Inventory ability and a Pawn Ability at a structure or give the Peasant a modified Inventory (Hero); reduce inventory slots, where he can pick up a Gold Coin which gives +5 gold.
Also, I have the system down and you can see what I'm up to by downloading the map in my previous post.
Also, I have the system down and you can see what I'm up to by downloading the map in my previous post.
-
- The Flying Cow!
- Posts: 2196
- Joined: November 2nd, 2007, 10:34 pm
- Location: Melbourne
Re: Gold Harvesting Idea
Hm.... my suggestion would be...MasterCrusaderX wrote:Yes I know, which is basically a modified Unit Inventory ability and a Pawn Ability at a structure or give the Peasant a modified Inventory (Hero); reduce inventory slots, where he can pick up a Gold Coin which gives +5 gold.
Also, I have the system down and you can see what I'm up to by downloading the map in my previous post.
Code: Select all
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Gold Vein
Actions
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 40
Then - Actions
Player - Add 5 to (Owner of (Attacking unit)) Current gold
Else - Actions
Do nothing
Code: Select all
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Gold Vein
Actions
Hero - Create Tome of Experience and give it to (Attacking unit)
Visit Ozzapoo.net, my blog and the home of AutoCP and Cheatpack Detector!
AutoCP3 now available for free!
AutoCP3 now available for free!
-
- Newcomer
- Posts: 24
- Joined: June 7th, 2007, 11:02 pm
- Title: Amateur Mapmaker
- Location: Washington, USA
Re: Gold Harvesting Idea
Code: Select all
Gold Ore
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Gold Vein
Actions
If ((Unit-type of (Killing unit)) Equal to Architect) then do (Hero - Create Gold Ore and give it to (Killing unit)) else do (Do nothing)
It shouldn't fill up the Architect's inventory because the Gold Ore is a power-up item and should automatically be used once given to the Architect. Unless you're playing Reign of Chaos.
-
- The Flying Cow!
- Posts: 2196
- Joined: November 2nd, 2007, 10:34 pm
- Location: Melbourne
Re: Gold Harvesting Idea
Oh... so it's a powerup.. like the gold-coin item?MasterCrusaderX wrote:That's how Gold Ore should work if I were to use it in that manner. I could add a condition where it can be a X% chance, but now you get the whole idea.Code: Select all
Gold Ore Events Unit - A unit Dies Conditions (Unit-type of (Dying unit)) Equal to Gold Vein Actions If ((Unit-type of (Killing unit)) Equal to Architect) then do (Hero - Create Gold Ore and give it to (Killing unit)) else do (Do nothing)
It shouldn't fill up the Architect's inventory because the Gold Ore is a power-up item and should automatically be used once given to the Architect. Unless you're playing Reign of Chaos.
Visit Ozzapoo.net, my blog and the home of AutoCP and Cheatpack Detector!
AutoCP3 now available for free!
AutoCP3 now available for free!
-
- Forum Staff
- Posts: 829
- Joined: January 28th, 2007, 8:10 pm
- Title: JASS Programmer
- Location: Canada
Re: Gold Harvesting Idea
Hey, don't worry about this anymore, I thought the idea was cool and am currently developing a really neat JASS system for this.
This is basically how it works:
There are units called miners which are your standard peasant models. They can not harvest lumber and have 2 abilities: "Find Gold" and "Return Resources".
The find gold ability, when casted, will cause the peasant to locate any gold veins or ore within a 4000 radius and begin mining the closest one.
The gold mines are units with the locust ability so they will work exactly like destructables and wont be selectable or have hp bars.
There is a 40% chance to successfully obtain gold when striking the ore or vein (1-8g).
When gold is successfully obtained, it's stored on the unit until the unit acquires a maximum of 20g (Then he will return the resources to the nearest gold storage or town hall automatically--if there is one within a 4000 radius). Alternatively, if the unit does not have the max amount of gold it can hold, you can manually order it to return resources by right clicking a town hall or gold storage.
The cycle will repeat until the gold ore or vein is depleted, the unit is ordered to do something else or there is no gold, town hall or gold storage within a 4000 radius.
To make the unit start the cycle, you either use the find gold ability or order it to return resources (Whether the unit has gold or not).
Upgrades are available to improve % chance of obtaining gold, gold acquired as well as the max amount of gold the miner can hold.
The gold has finite 'endurance' and its size will change depending on the amount of gold available.
I'll attach the demo map and include any extra details once I finish the map tonight--I think you'll like it.
This system could also be modified to include other types of ore.
The miner would have for example... "Find gold" "Find Copper" "Find Iron" abilities.
This is basically how it works:
There are units called miners which are your standard peasant models. They can not harvest lumber and have 2 abilities: "Find Gold" and "Return Resources".
The find gold ability, when casted, will cause the peasant to locate any gold veins or ore within a 4000 radius and begin mining the closest one.
The gold mines are units with the locust ability so they will work exactly like destructables and wont be selectable or have hp bars.
There is a 40% chance to successfully obtain gold when striking the ore or vein (1-8g).
When gold is successfully obtained, it's stored on the unit until the unit acquires a maximum of 20g (Then he will return the resources to the nearest gold storage or town hall automatically--if there is one within a 4000 radius). Alternatively, if the unit does not have the max amount of gold it can hold, you can manually order it to return resources by right clicking a town hall or gold storage.
The cycle will repeat until the gold ore or vein is depleted, the unit is ordered to do something else or there is no gold, town hall or gold storage within a 4000 radius.
To make the unit start the cycle, you either use the find gold ability or order it to return resources (Whether the unit has gold or not).
Upgrades are available to improve % chance of obtaining gold, gold acquired as well as the max amount of gold the miner can hold.
The gold has finite 'endurance' and its size will change depending on the amount of gold available.
I'll attach the demo map and include any extra details once I finish the map tonight--I think you'll like it.
This system could also be modified to include other types of ore.
The miner would have for example... "Find gold" "Find Copper" "Find Iron" abilities.