Gold Harvesting Idea

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Ozzapoo
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Re: Gold Mining Idea

Post by Ozzapoo »

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.

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
I am willing to take any other ideas on making mining a little more interesting versus the standard right-click on Gold Mine.
Wait..... Peasants don't attack the mine..... they harvest from it...
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MasterCrusaderX
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Re: Gold Harvesting Idea

Post by MasterCrusaderX »

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.
Last edited by MasterCrusaderX on April 8th, 2008, 8:19 am, edited 2 times in total.
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Ozzapoo
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Re: Gold Mining Idea

Post by Ozzapoo »

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.
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?
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MasterCrusaderX
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Re: Gold Harvesting Idea

Post by MasterCrusaderX »

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.
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Last edited by MasterCrusaderX on April 8th, 2008, 8:34 am, edited 1 time in total.
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Ozzapoo
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Re: Gold Harvesting Idea

Post by Ozzapoo »

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.
That would involve giving peasants an inventory....
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MasterCrusaderX
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Re: Gold Harvesting Idea

Post by MasterCrusaderX »

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.
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Ozzapoo
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Re: Gold Harvesting Idea

Post by Ozzapoo »

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.
Hm.... my suggestion would be...

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

And for the 'GOld Ore' trigger...

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)
Although that can potentially lead to problems, such as when a unit's inventory is already full
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MasterCrusaderX
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Re: Gold Harvesting Idea

Post by MasterCrusaderX »

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)

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.

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.
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Ozzapoo
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Re: Gold Harvesting Idea

Post by Ozzapoo »

MasterCrusaderX wrote:

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)

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.

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.
Oh... so it's a powerup.. like the gold-coin item?
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Aero
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Re: Gold Harvesting Idea

Post by Aero »

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.