Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Exp System
[SOLVED] Exp System
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Jun 3 2012, 9:36 pm
By: IAGG  

Jun 3 2012, 9:36 pm IAGG Post #1



Can someone point me to a good system for an experience point system? Where I can have any "men" or "building" give a custom amount of experience points which later I can convert into cash. Just looking for a basic system incase I want to add different units in at a later time. Let me know if u need me to explain more. Thanks



None.

Jun 3 2012, 9:47 pm Vrael Post #2



More explanation would definitely be helpful. For example, if you just want every kill to be worth X points or something, you might implement a different system than if you want a Hydra kill to be worth 5 and a Zergling kill to be worth 7.

The basic systems are covered in the wiki, here: http://www.staredit.net/?p=oldwiki&s=21



None.

Jun 3 2012, 9:58 pm Jack Post #3

>be faceless void >mfw I have no face

Hmm, the wiki still doesn't have the best perfect kills to cash system....

IAGG, look at Temple Siege 1.7 and above for examples of the best perfect kills to cash system. I can explain it here if needed, or write the wiki article on it.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 3 2012, 10:40 pm IAGG Post #4



Quote from Vrael
More explanation would definitely be helpful. For example, if you just want every kill to be worth X points or something, you might implement a different system than if you want a Hydra kill to be worth 5 and a Zergling kill to be worth 7.

The basic systems are covered in the wiki, here: http://www.staredit.net/?p=oldwiki&s=21
Im basically going to be making a new Special Forces map. So the basic unit to kill would be a broodling then a zergling and so on up a scale that i choose. Lets say I would like the broodling to give 15 exp and the Zergling to give 30 exp a hydra 45 exp ect. It would be a system per player so it would not be grouped experience. I would want it to be somewhat on the easy side to change the exp given so its quicker to balance. The key feature i wanted to implement is having a easy/medium/hard mode. The easy mode would give 15 exp for a broodling medium would give 10 exp for a broodling and hard mode would give 5 exp. I would want the exp to change for every single kill made.

EDIT:
Quote from Jack
Hmm, the wiki still doesn't have the best perfect kills to cash system....

IAGG, look at Temple Siege 1.7 and above for examples of the best perfect kills to cash system. I can explain it here if needed, or write the wiki article on it.
i did look into the kills to cash earlier. Having some sort of tutorial for it would be great if thats possible. Thx jack

Post has been edited 1 time(s), last time on Jun 3 2012, 11:49 pm by Roy. Reason: Don't double-post, mkay?



None.

Jun 3 2012, 11:12 pm Jack Post #5

>be faceless void >mfw I have no face

http://www.staredit.net/starcraft/Kills_to_cash#.22Perfect.22_kills_to_cash_version_1 tutorial added, I don't remember if there are any other cons. If it's not explained correctly I can explain here and then update the article to be more clear with any problems you had with it.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 4 2012, 1:06 am IAGG Post #6



Quote from Jack
http://www.staredit.net/starcraft/Kills_to_cash#.22Perfect.22_kills_to_cash_version_1 tutorial added, I don't remember if there are any other cons. If it's not explained correctly I can explain here and then update the article to be more clear with any problems you had with it.

Thanks I find this very helpful, I have a request though. In that article it says each unit has a unique "kill score" value if im reading it correctly. Is there a chance that u can add what the value is of each unit?



None.

Jun 4 2012, 1:10 am Roy Post #7

An artist's depiction of an Extended Unit Death

You can find the values here: http://www.staredit.net/?p=oldwiki&s=126

And if you're up for it, you can add them to the wiki yourself.




Jun 4 2012, 3:37 am Jack Post #8

>be faceless void >mfw I have no face

It's already in the new wiki http://www.staredit.net/starcraft/Unit#Kill_Score
I linke it near the bottom of the article but I think I'll make it more obvious later, I'm a bit busy at the moment though.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 7 2012, 4:01 pm IAGG Post #9



Hey jack im looking at the kills to cash example version 1. Is there a reason that your using the overmind in the condition but changing the terran goliath death counts? wouldnt it be the overmind death counts instead?



None.

Jun 7 2012, 5:49 pm UnholyUrine Post #10



It probably has something to do with using the Overmind deathcount as a switch.



None.

Jun 7 2012, 10:01 pm DevliN Post #11

OVERWATCH STATUS GO

I think it's just a typo as they were probably copied from the first example trigger and didn't bother to change the unit in the Action.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jun 7 2012, 10:16 pm Jack Post #12

>be faceless void >mfw I have no face

Yeah that's a typo, I'll fix it when I have time or someone else can.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 21 2012, 5:08 am IAGG Post #13



Quote from Jack
http://www.staredit.net/starcraft/Kills_to_cash#.22Perfect.22_kills_to_cash_version_1 tutorial added, I don't remember if there are any other cons. If it's not explained correctly I can explain here and then update the article to be more clear with any problems you had with it.

Ok so i got to the part of my map where i need to start making the exp system. Im planning to use the perfect kills to cash v1. I have a question about this part though.. "To do so, we need to order our triggers correctly and use a binary system of subtracting killscore. So we would first place at the top of our triggers the highest killscore unit: the Overmind." I guess my question is, why would we need to put the different units in a certain order if in the conditions we will be checking the kills score of the players and the deaths of the computer? (Also if i didn't mention this before, its for my Special Forces map. There will be 6 Human Players, 1 Allied computer which will never be killed by human players, and 1 Enemy Computer player.)

Edit: I am also noticing from the Kill score page you also listed, that there are some units as well as buildings that give the same kill score. By tracking the deaths of Player 8 (The Enemy) this wouldnt matter correct?



None.

Jun 21 2012, 5:26 am jjf28 Post #14

Cartography Artisan

Quote
I am also noticing from the Kill score page you also listed, that there are some units as well as buildings that give the same kill score. By tracking the deaths of Player 8 (The Enemy) this wouldnt matter correct?

Pretty much; it has an ever so slight chance of firing rewards for the incorrect units if both units are killed in the same trigger cycle - and by different players.

But this is quite improbable since:
1. Both units types must be killed within the same .084 seconds
2. The total kill score of the lower-ordered units must add up to at least 1 of the high-ordered units
3. Two players must receive sufficient kill score within that .084 secs

Quote
"To do so, we need to order our triggers correctly and use a binary system of subtracting killscore. So we would first place at the top of our triggers the highest killscore unit: the Overmind."

This helps keep misfires improbable by requiring #2 to be satisfied.

Post has been edited 1 time(s), last time on Jun 21 2012, 5:32 am by jjf28.



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Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jun 21 2012, 2:26 pm IAGG Post #15



Ok well knowing that. Here is a list of all the units with the kill scores that Players 1 - 6 Can possibly kill of Player 8.

Collapse Box


I would like to know if this is the order that I should create the triggers in? From Top to Bottom.*

And for more details, Even though using hyper trigs to keep allies with the computer player 7, it is still possible for the Firebat and mech units to be able to kill Player 7 bunkers if they really wanted to. But thats the only Player 7 units that they would be able to kill. As for killing each other...

Let me know if u need more details



None.

Jun 21 2012, 5:41 pm jjf28 Post #16

Cartography Artisan

Highest to lowest score, for any ties put the unit that you think will die more often first, it seems you have it about perfect already :)

Quote
it is still possible for the Firebat and mech units to be able to kill Player 7 bunkers if they really wanted to. But thats the only Player 7 units that they would be able to kill.

For any units that will die that you don't necessarily want to reward for, make sure you still subtract deaths and kill-scores for them so they don't interfere with the rest of the system.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jun 22 2012, 2:54 am IAGG Post #17



Quote from jjf28
Highest to lowest score, for any ties put the unit that you think will die more often first, it seems you have it about perfect already :)

Quote
it is still possible for the Firebat and mech units to be able to kill Player 7 bunkers if they really wanted to. But thats the only Player 7 units that they would be able to kill.

For any units that will die that you don't necessarily want to reward for, make sure you still subtract deaths and kill-scores for them so they don't interfere with the rest of the system.


Ok well the units that wouldnt be accomodated for would be anything of player 7's that dies. would i still need to account for them if im only giving rewards for kills of player 8 units?



None.

Jun 22 2012, 2:57 am Jack Post #18

>be faceless void >mfw I have no face

You would need to account for them because otherwise the players would have wrong killscores.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 22 2012, 3:47 am IAGG Post #19



Quote from Jack
You would need to account for them because otherwise the players would have wrong killscores.

Ok that makes sense. But even doing that, they shouldnt be getting any rewards since in the conditions you would be only rewarding (in my case a custom score increase) if player 8 had a death of a certain unit right?



None.

Jun 22 2012, 3:53 am Jack Post #20

>be faceless void >mfw I have no face

Quote from IAGG
Quote from Jack
You would need to account for them because otherwise the players would have wrong killscores.

Ok that makes sense. But even doing that, they shouldnt be getting any rewards since in the conditions you would be only rewarding (in my case a custom score increase) if player 8 had a death of a certain unit right?
Yeah in the player 7 triggers you can just subtract killscore and deaths without giving any rewards. The triggers would be the same but for player 7 instead of player 8 and with no reward action.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

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