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By: Clokr_
This list refers to the effects of the [doHTML]Cloaking Units Tutorial[/doHTML]
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TERRAN:
-Marine
-SCV (*2)
-Ghost (*1)
-Firebat
-BattleCruiser (*4 & *5)
-Gui Montag [Firebat]
-Sara Kerrigan [Ghost] (*1)
-Jim Raynor [Marine]
-Acturus Mengsk [BattleCruiser] (*4 & *5)
-Hyperion [BattleCruiser] (*4 & *5)
-Norad II [BattleCruiser] (*4 & *5)
-Samir Duran [Ghost] (*1)
-Gerard DuGalle [BattleCruiser] (*4 & *5)
-Vulture Spider Mine (*6)
-Terran Beacon
-Terran Flag Beacon
-Floor Hatch
-Scanner Sweep (*6)
-Nuclear Missile (*18)
-Physics Lab (*7)
ZERG:
-Zerling
-Larva (*3)
|-Egg (*8)
|-Drone (*10)
|-Zerling (*8 & *9)
|-Overlord (*8)
|-Hydralisk (*8 & *3)
| |-Lurker Egg (*8)
| |-Lurker (*8)
|-Ultralisk (*8)
|-Defiler (*8 & *5)
|-Mutalisk (*8)
| |-Cocoon (*8)
| |-Guardian (*8)
| |-Devourer (*8)
|-Scourge (*8 & *9)
|-Queen (*8 & *9)
-Hydralisk (*3)
|-Lurker Egg (*8)
|-Lurker (*8)
-Drone (*10)
-Defiler (*5)
-Infested Terran
-Mutalisk
|-Cocoon (*8)
|-Guardian (*8)
|-Devourer (*8)
-Guardian
-Scourge
-Queen (*5)
-Matriarch [Queen] (*5)
-Unclean One [Defiler] (*5)
-Hunter Killer [Hydralisk]
-Devourer One [Zerling]
-Kukulza [Mutalisk]
-Kukulza [Guardian]
-Infested Duran [] (*1)
-Zerg Beacon
-Zerg Flag Beacon
-Dark Swam (*6)
-Overmind Cocoon (*11)
PROTOSS:
-Dark Templar (*6)
-Zealot (*19)
-Dragoon
-High Templar
|-Archon (*8)
-Dark Templar [Hero] (*6)
-Zeratul [Dark Templar] (*6)
-Fenix [Zealot] (*19)
-Fenix [Dragoon]
-Tassadar [Hight Templar]
-Aldaris [Hight Templar]
-Intercepter (*20)
-Protoss Beacon
-Protoss Flag Beacon
-Disruption Web (*6)
-Robotics Facility (*12)
-Assimilator
-Observatory (*12)
-Gateway (*12)
-Photon Cannon (*12)
-Citadel of Adun (*12)
-Cybernetics Core (*12)
-Templars Archives (*12)
-Forge (*12)
-Stargate (*12)
-Fleet Beacon (*12)
-Arbiter Tribunal (*12)
-Robotics Support Bay (*12)
-Shield Battery (*12 & *5)
-Xel'Naga Temple (*11)
NEUTRAL:
Miscellaneous:
-Map Releaver (*6)
-Start Location (*6)
-Flag (*6)
Doors:
-Left Upper Level Door (*13)
-Right Upper Level Door (*13)
-Left Pit Door (*13)
-Right Pit Door (*13)
Traps:
-Floor missile trap (*6)
-Floor gun trap (*14)
-Left Wall Missile Trap (*15)
-Right Wall Missile Trap (*15)
-Left Wall Flame Trap (*14)
-Right Wall Flame Trap (*14)
Powerups: (*16)
-Uraj Crystal
-Khlis Crystal
-Khaydarin Crystal
-Youg Chrysalis
-Psi Emiter
-Data Disk
X-tra Powerups: (*16)
-Mineral Chuck Type 1
-Mineral Chuck Type 2
-Vespene Orb Type 1
-Vespene Orb Type 2
-Vespene Sac Type 1
-Vespene Sac Type 2
-Vespene Tank Type 1
-Vespene Tank Type 2
Critters:
-Ursadon [Ice World]
Resources:
-Mineral Field [Type 1] (*17)
-Mineral Field [Type 2] (*17)
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*1: You must give this unit to another player. If not, when it ends its move order it become uncloaked.
If it was cloaked and its energy is 0 it become uncloaked.
If it was cloaked and you bring an arbiter, it gets energy. When the arbiter goes to other place the unit loses energy.
If it was uncloaked, don't loses the uncloaked button, but the button don't do nothing.
If it was uncloaked, and you bring an arbiter, it gets energy. When the arbiter goes to other place it loses the uncloak button but continues getting energy!!!
*2: When it moves, it don't shows the fire.
*3: Sometimes crashes.
*4: Weird movement. When it flyes to the bottom SC crashes.
Sometimes is 100% invisible and dont crashes SC.
*5: Don't get energy.
*6: Nothing strange (like if it never was disabled and enable).
*7: This addon crashes, but you can remove that crash effect. For do that it must be anexed to the main building. Then in the game and before to see the addon, select the main building, lift it and land in the same place again. After that you can see the addon and SC don't crashes!!!
*8: This unit is muted/warpped from the previous unit. Don't try to disable-enable it in staredit!
*9: Two units are created, one is cloaked, the other no.
*10: If you build a building with this drone it will be cloaked and its evolutions will be cloaked too (Spore and Sunken Colonies, Greater Spire, Lair and Hive).
Note: the extractor don't become cloaked.
*11: This unit when it is cloaked is extremely rare. Usually crashes when the player does a certain action, like click, select an unit, order to move or just move the mouse pointer on a certain zone.
*12: Without pylon the effect is the same that *6.
With pylon it cloaks and continue working if it losts it.
*13: Door opened like using the normal trigger action.
*14: Trap always opened. When it attacks it turns normal.
*15: Trap 50% opened. When it attacks it turns normal.
*16: Cloakeds. If a worker get it, it turns uncloaked and, if the worker drop the powerup (the worker die or the drone builds a building), it turns cloaked another time.
*17: 100% invisible. The shade is transforming. Hyperlinked. If you try to mine using the hyperlink SC crashes.
*18: In the trigger, after the second enable, you cannot use action ORDER or SC will crash. It works if you use an AI for move it.
*19: Is 100% invisible an unatacable (when you are attacking you cannot click on it). Hyperlinked. If you use the hyperlink for attack it SC crashes.
You don't need the hyperlink for select it, just drag making the green square. For move it use a shuttle.
*20: It become cloaked but can enter another time into the carrier (a carrier with one intercepter cloaked?!?!)
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If I didn't write the effect means that the unit cloaks but it acts like the normal one.
Some units like the hydralisk crashes sometimes (effect *3). I don't know all the units that does this so if someone wants to help...
Some other units can work, but rarely does it. One example is the dropship. One time I saw a dropship 100% cloaked and working, but how I said that are rarely cases, so I think that is not useful enought for add it here.[/CODE]
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[I]By: Šeathknight[/I]
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Here is the full list by: DrunkenWrestler
[doHTML]Screenshots containing all the player colors in different tilesets and leaderboard colors can be all found [URL=http://www.staredit.net/download/tutorial/playercolors]here[/URL].
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Terran Men |
Zerg Men |
Protoss Men |
Marine | 100 |
Ghost | 350 |
Vulture | 150 |
Goliath | 400 |
Siege Tank | 700 |
SCV | 100 |
Firebat | 200 |
Medic | 250 |
Wraith | 800 |
Science Vessel | 1250 |
Dropship | 600 |
Battlecruiser | 2400 |
Valkyrie | 800 |
Gui Montag (Firebat) | 400 |
Civilian | 10 |
Sarah Kerrigan (Ghost) | 700 |
Alan Schezar (Goliath) | 800 |
Jim Raynor (Vulture) | 300 |
Jim Raynor (Marine) | 200 |
Tom Kazansky (Wraith) | 1600 |
Magellan (Science Vessel) | 2500 |
Edmund Duke (Siege Tank) | 1400 |
Arcturus Mengsk (Battlecruiser) | 4800 |
Hyperion (Battlecruiser) | 4800 |
Norad II (Battlecruiser) | 4800 |
Samir Duran (Ghost) | 700 |
Alexei Stukov (Ghost) | 700 |
Gerard DuGalle (Battlecruiser) | 4800 |
|
Zergling | 50 |
Hydralisk | 350 |
Ultralisk | 1300 |
Broodling | 25 |
Drone | 100 |
Defiler | 450 |
Infested Terran | 400 |
Lurker | 500 |
Overlord | 200 |
Mutalisk | 600 |
Guardian | 1100 |
Queen | 800 |
Scourge | 200 |
Devourer | 1100 |
Torrasque (Ultralisk) | 2600 |
Matriarch (Queen) | 1600 |
Infested Kerrigan (Infested Terran) | 4000 |
Unclean One (Defiler) | 900 |
Hunter Killer (Hydralisk) | 500 |
Devouring One (Zergling) | 100 |
Kukulza (Mutalisk) | 1200 |
Kukulza (Guardian) | 2200 |
Yggdrasill (Overlord) | 400 |
Infested Duran | 700 |
|
Dark Templar | 650 |
Dark Archon | 1300 |
Probe | 100 |
Zealot | 200 |
Dragoon | 500 |
High Templar | 700 |
Archon | 1400 |
Reaver | 800 |
Corsair | 700 |
Shuttle | 400 |
Scout | 1300 |
Arbiter | 2050 |
Carrier | 1900 |
Observer | 450 |
Dark Templar (Hero) | 400 |
Zeratul (Dark Templar) | 800 |
Tassadar/Zeratul (Archon) | 2800 |
Fenix (Zealot) | 400 |
Fenix (Dragoon) | 1000 |
Tassadar (Templar) | 1400 |
Mojo (Scout) | 2600 |
Warbringer (Reaver) | 1600 |
Gantrithor (Carrier) | 3800 |
Danimoth (Arbiter) | 4100 |
Aldaris (Templar) | 1400 |
Artanis (Scout) | 2400 |
Raszagal (Dark Templar) | 1300 |
|
|
Terran Special |
Zerg Special |
Protoss Special |
|
|
|
Terran Buildings |
Zerg Buildings |
Protoss Buildings |
Command Center | 1200 |
Supply Depot | 150 |
Refinery | 150 |
Barracks | 225 |
Academy | <;td>300
Factory | 600 |
Starport | 600 |
Science Facility | 825 |
Engineering Bay | 195 |
Armory | 300 |
Missile Turret | 150 |
Bunker | 150 |
Comsat Station | 225 |
Nuclear Silo | 225 |
Control Tower | 300 |
Covert Ops | 225 |
Physics Lab | 225 |
Machine Shop | 225 |
|
Infested Command Center | 900 |
Hatchery | 900 |
Lair | 1200 |
Hive | 1500 |
Nydus Canal | 225 |
Hydralisk Den | 300 |
Defiler Mound | 450 |
Greater Spire | 1350 |
Queen's Nest | 525 |
Evolution Chamber | 120 |
Ultralisk Cavern | 825 |
Spire | 750 |
Spawning Pool | 225 |
Creep Colony | 120 |
Spore Colony | 195 |
Sunken Colony | 240 |
Extractor | 75 |
|
Nexus | 1200 |
Robotics Facility | 900 |
Pylon | 150 |
Assimilator | 150 |
Observatory | 525 |
Gateway | 225 |
Photon Cannon | 300 |
Citadel of Adun | 600 |
Cybernetics Core | 300 |
Templar Archives | 750 |
Forge | 300 |
Stargate | 900 |
Fleet Beacon | 1050 |
Arbiter Tribunal | 1350 |
Robotics Support Bay | 375 |
Shield Battery | 150 |
|
Terran Special Buildings |
Zerg Special Buildings |
Protoss Special Buildings |
Norad II (Crashed Battlecruiser) | 5000 |
Ion Cannon | 5000 |
Psi Disruptor | 3600 |
Power Generator | 600 |
|
Norad II (Crashed Battlecruiser) | 5000 |
Overmind (With Shell) | 10000 |
Overmind | 10000 |
Mature Crysalis | 5000 |
Cerebrate | 2500 |
Cerebrate Daggoth | 2500 |
Overmind Cocoon | 4000 |
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Norad II (Crashed Battlecruiser) | 5000 |
Stasis Cell/Prison | 5000 |
Protoss Temple | 5000 |
Xel'Naga Temple | 5000 |
Warp Gate | 2000 |
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Independant |
Critters |
|
|
Rhynadon (Badlands) | 10 |
Bengalaas (Jungle) | 10 |
Scantid (Desert) | 10 |
Kakaru (Twilight) | 10 |
Ragnasaur (Ash World) | 10 |
Ursadon (Ice World) | 10 |
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[i]By: Tuxedo-Templar[/i]
Despite what many people think, it's actually a lot more complex than it seems to be... unless you only intend to use it for one player. The real trick is how to handle shot conflicts, as there is no way to tell who casts a dark swarm in the game except by who is closest to it. Anyway, here's how to accomplish the basic trick:
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Conditions: |
¤ | All players brings at least 1 dark swarm to location Anywhere. |
¤ | "Firing Event" is cleared. |
Actions: |
¤ | Move location Shot on dark swarm at location Anywhere. |
¤ | Remove 1 dark swarm at location Shot for All players. |
¤ | Set switch "Firing Event". |
¤ | Preserve trigger. |
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From there, you can implement whatever you want to happen when the "Firing Event" switch is set (making exploders, hurting/killing units, giving units to player, moving units, center view, play a sound, etc.) I'll leave that part up to your creativity.
Anyway, to have this work for multiplay players, you'll need to replace the "Firing Event" switch with either a death counter (so it can activate for each player indivually and seperately), or else a seperate firing switch for each player. Whichever you prefer.
As for the shot conflict, there are a few methods for handling this. What you'll want to do is to have a large location for each player to encompass the maximum firing range of a dark swarm (18x18 grid squares, if I remember correctly), and then to activate the "Firing Event" only for the player who has the dark swarm inside their location. Alternatively, you could center just a single encompassing location on any dark swarms in the Anywhere location, and check which players are within that location, then activate the shot for that player(s).
The problem now is when shots occur close to other players, as there won't be any way to distinguish between which player cast the dark swarm.[LIST]
[*]One solution is to simply disable dark swarms cast next to more than one players altogether, as I've done in my Trigger Happy D map. However, as you may have noted from playing the map, this can get frusterating when players are ignorant of this rule, or else in a hurry to make a shot.
[*]Another solution is to register the shot for the first player whose triggers catch the dark swarm, which could be problematic for one player shooting into another's zone and having all the shots register for that player.
[*]Another solution still would be to register the shot for both players, which can still be problematic but it will at least guarantee that whoever makes the shot actually gets it.
[*]Finally, you could avoid the situation altogether by preventing players from getting close enough to fire within their zones, either by physically preventing them from with terrain blockers, barriers, or boundary locations, or else relocating the players to their starting positions if detected within each others' zones (or else relocate only if shots are detected in their shared zones, maybe after a certain limit, so players who abuse the no-shot rule frequently will be moved before those who don't.)
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CENTER VIEW: Set's view of a certain player on a location
COMMENT: Put a caption with your map.
CREATE UNITS: Creates a number of certain units.
CREATE UNITS WITH PROPERTIES: Create a certain unit with a certain setting, such as invincible, or hullucinated.
DEFEAT: End the game.
DISPLAY TEXT MESSAGE: Show a message for all players or just one certain player.
DRAW: End the game as a draw.
GIVE UNITS TO PLAYER: Give a certain amount of units that belong to another player to a choosen player.
KILL UNITS: Destroy a player's units.
KILL UNITS AT LOCATION: Destroys all units at a certain location.
LEADER BOARD[CONTROL AT LOCATION]: Shows high scores for units at a certain location.
LEADER BOARD[CONTROL]: Shows high score for the most units.
LEADER BOARD[GREED]: Shows high score most ore and gas.
LEADER BOARD[KILLS]: Shows high score for the most kills.
LEADER BOARD[POINTS]: Shows high score for the most points.
LEADER BOARD[RESOURCES]: Shows high score for the most ore or gas.
LEADER BOARD GOAL[CONTROL AT LOCATION]: Shows player closest to control of X number of units at a location.
LEADER BOARD GOAL[CONTROL]: Shows player closest to control of a certain number of a unit.
LEADER BOARD GOAL[KILLS]: Shows player closest to a certain number of kills to a certain unit.
LEADER BOARD GOAL[POINTS]: Shows player closest to a number of points.
LEADER BOARD GOAL[RESOURCES]: Shows player closest to having a certain number of a resource.
LEADER BOARD COMPUTER PLAYERS: Allows you to set if you want computer players to show up in the high score.
MINIMAP PING: Shows the minimap ping for a player at a location.
MODIFY UNIT ENERGY: Changes the amount of energy on a certain number of units at a specific location to a set number.
MODIFY UNIT HANGAR COUNT: Adds/Deletes units such as Scarabs or Intercepters from Reavers and Carriers.
MODIFY UNIT HIT POINTS: Allows you to change Unit health.
MODIFY UNIT RESOURCE AMOUNT: Lets you add more to your player's resource when they reach a certain location.
MODIFY UNIT SHIELD POINTS: Allows you to change a unit's shield percentage when they reach a certain location.
MOVE LOCATION: Moves a location to somewhere else.
MOVE UNITS: Instantly sends units at a certain location to move to another location.
MUTE UNIT SPEECH: Turns off those annoying little sounds that units say when you click on them.
ORDER: Tells certain units at a location to move to another location.
PAUSE GAME: Pauses the game.
PAUSE TIMER: Stops the pause timer.
PLAY WAV: Plays a sound.
PRESERVE TRIGGER: Sets a trigger to be used again.
REMOVE UNIT: Removes all of a certain unit from a player.
REMOVE UNIT AT LOCATION: Removes units that enter a certain location.
RUN AI SCRIPT: Tells a computer player to do an action.
RUN AI SCRIPT AT LOCATION: Tells a computer player to do an action when a unit reaches a certain location.
SET ALLIANCE STATUS: Sets players to be enemy, neutral, or allies.
SET COUNTDOWN TIMER: Starts a clock that slowly counts down.
SET DEATHS: Adds or subtracts death count for a player.
SET DOODAD STATE: Allows/Disables doodads for a players units at a location.
SET INVICIBILTY: Allows/Disables invicibilty for a unit at a location.
SET MISSION OBJECTIVES: Sets mission objectives.
SET NEXT SCENARIO: Loads a new map after completing the first one.
SET RESOURCES: Adds/Subtracts a certain resource for/from a player.
SET SCORE: Changes a player's score to a certain amount of points.
SET SWITCH: Enables/Disables triggers.
TALKING PORTRAIT: Displays a talking picture for a certain amount of time.
TRANSMISSION: Make units talk in a in-game movie/briefing.
UNMUTE UNIT SPEECH: Turn on the little captions the units say when you click on them.
UNPAUSE GAME: Unpauses the game.
VICTORY: End the game.
WAIT: Wait an amount of time before the next trigger happens.
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Taken From: Campaign Creations
RESOURCES FOR KILLS
The question: Is it possible to have a player receive a specific amount of minerals/gas for each specific kill he or she gets? The answer: Yes, of course. Frankly, the reason why so many people don't seem to know this simple method yet eclipses me. The very fact is: everyone knows that you have a specific calculation of the "points" you get from each kill with the Kills Score. Yet, everyone seems to forget about that, and goes through all these strange methods involving hundreds of redundant unit-to-unit triggers that don't even work in all cases. Why? I dunno. But here is the easy way to do it:
The idea is to utilize the Kills Score (what we all know and love =) and transfer it directly to the minerals/gas "score." Here is the base trigger:
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Players: |
¤ | Player 1 |
Conditions: |
¤ | Current playerKills score is at least 1. |
Actions: |
¤ | Modify score for Current player: Subtract1Kills. |
¤ | Modify resources for Current player: Add1Ore. |
¤ | Preserve trigger. |
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That little trigger will do the trick. It's rather elementary: for every 1 Kill point, the player will get 1 mineral. Because it is continuous (preserved), it will keep doing this until all the Kill points are turned into minerals. Simple as that. However, while this single trigger will function correctly and without exception, it will work very, very slowly since Starcraft only checks triggers every 2 seconds. That means it will transfer 1000 Kill points into 1000 minerals, but at the rate of 1 mineral every 2 seconds. Probably not what you desired.
But, expanding this simple trigger idea just a little and we can make the transfer occur in no time. First, instead of the trigger above, make the following:
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Players: |
¤ | Player 1 |
Conditions: |
¤ | Current playerKills score is exactly 1. |
Actions: |
¤ | Modify score for Current player: Subtract1Kills. |
¤ | Modify resources for Current player: Add1Ore. |
¤ | Preserve trigger. |
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Then make:
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Players: |
¤ | Player 1 |
Conditions: |
¤ | Current playerKills score is at least 2. |
¤ | Current playerKills score is at most 3. |
Actions: |
¤ | Modify score for Current player: Subtract2Kills. |
¤ | Modify resources for Current player: Add2Ore. |
¤ | Preserve trigger. |
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Now, follow this pattern…
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Players: |
¤ | Player 1 |
Conditions: |
¤ | Current playerKills score is at least X. |
¤ | Current playerKills score is at most Y. |
Actions: |
¤ | Modify score for Current player: SubtractXKills. |
¤ | Modify resources for Current player: AddXOre. |
¤ | Preserve trigger. |
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… for X-Y combinations of 4-7, 8-15, 16-31, 32-63, 64-127, 128-255, 256-511, and 512-1023. And lastly make this trigger:
Owner:
- Player 1
Conditions:
- Current playerKills score is at least 1024.
Actions:
- Modify score for Current player: Subtract1024Kills.
- Modify resources for Current player: Add1024Ore.
- Preserve trigger.
This is a grand total of 11 triggers -- and that's all you'll need. If you don't already see where these triggers are going, let me explain. They are all essentially the same as the base trigger at the top, but split up the job of transferring the Kill points to minerals. For example, let's say a player has 1987 Kill points at one instant. Then:[LIST]
[*][font=Arial][SIZE=2]First, the 1024 trigger initiates, subtracting 1024 Kills and leaving 963. [/SIZE][/font]
[*][font=Arial][SIZE=2]Now, the 512-1023 trigger initiates, subtracting 512 and leaving 451. [/SIZE][/font]
[*][font=Arial][SIZE=2]Next, the 256-551 trigger initiates, subtracting 256 and leaving 195. [/SIZE][/font]
[*][font=Arial][SIZE=2]Then, the 128-255 trigger initiates, subtracting 128 and leaving 67. [/SIZE][/font]
[*][font=Arial][SIZE=2]Now, the 64-127 trigger initiates, subtracting 64 and leaving 3. [/SIZE][/font]
[*][font=Arial][SIZE=2]Next, the 2-3 trigger initiates, subtracting 2 and leaving 1. [/SIZE][/font]
[*][font=Arial][SIZE=2]Finally, the 1 trigger initiates and transfers the last 1. [/SIZE][/font]
[/LIST]Because they are all separate triggers, they can all initiate at the same time, and thus our 1987 Kill points are turned into 1987 minerals instantly. (It may be proper to make the triggers backwards -- starting with 1024 and working your way to 1 -- since Starcraft likes to check triggers in order and you want the "larger" ones to initiate first) This system is elegantly simple, and yet, very effective.
Now that you understand what is going on, you may be asking, "But what if the player has more than 1024 Kill points -- like 50,000? Won't the 1024 trigger have to initiate more than once?" Well, yes, it does. However, there are two major reasons why you don't need to make triggers for scores above 1024. First of all, it is very unlikely that a player will accumulate something like 50,000 points in two seconds (the time between trigger checks and activation). Second, the mineral count takes about 2 seconds to go up 1000 points any ways, so the flow of incoming minerals would appear smooth even if it had to initiate the 1024 trigger multiple times.
If you wish to include Razing points, just use the Kills and Razings Score instead. And of course you realize that the owners of these triggers can be altered to suit your needs. =) Hope that helps.
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[i]By: Tuxedo-Templar[/i]
In a nutshell, doing math in Starcraft. Sure, you can add, subtract, or set counters by fixed amounts, but you can't really take two counters and directly add, subtract, multiply, or divide them together, but nevertheless, it IS possible (though the latter two operations could potentially take awhile to perform). I refer you to my Binary Calculator map for the exact triggers (see link in sig).
Anyway, lets start off easy: Addition. If you wanted to, say, add Minerals and Gas and store the result in the Custom score, all you need to do is use two Binary Countoffs for minerals and gas, seperately, and append each countoff amount to the custom score until both gas and minerals equal 0, and you're done! It should be instantaneous if you set your Binary Countoff powers of 2 large enough.
Subtraction is almost the same thing, except it's only one Binary Countoff for the gas subtracting each countoff amount from the minerals. If you want to store the result in the Custom score, then simply use another Binary Countoff for minerals when the gas hits 0 and add each countoff amount to that custom score.
Now the fun part: Multiplication. First of all, you'll need another counter (most likely an unused unit's death counter, like a unit that will crash the game or something else that you wouldn't expect to have a functional role in your map). First, check if either of gas or minerals are 0 before you start. That will save a lot of trouble to determine you can't multiply in the first place.
Assuming they are not, then for each mineral, use a Binary Countoff on the gas and add each countoff amount into both the Custom score (result counter) and the unused backup counter I mentioned before (both in the same trigger). Once the gas reaches 0, then you'll need to use another Binary Countoff on the backup counter to restore the amount that was in the gas previously, and then subtract 1 from the minerals. Repeat these two countoff steps and the mineral subtract until the minerals are 0, and then you should have your answer! Note that you might want to check for which of the two are smaller before you start, in addition to checking for 0, as you could significantly reduce the time involved in multiplying large numbers if you do the 1 subtract from the smaller one.
Division. This is similar to multiplication in that you'll need a backup counter, and should actually go quicker depending on what numbers you use (the closer the denominator number is to the numerator, the quicker it will go). Using a single Binary Countoff for both the gas and minerals at once (right hand and left hand sides, in this case. AKA the denominator and numerator), subtract the current cutoff amount from both the gas and minerals, add the countoff amount into the backup counter, and add 1 to the Custom score (be sure to check both sides are within each countoff trigger's power range).
Once the gas is 0, restore it back to its previous number from the backup counter (same as with multiplication), and repeat the countoff + backup restore until the minerals are less than the gas, at which point you're done.
So there you have it! For long multiplication or divisions, hyper triggers would be all but essential, lest it take hours. To make both multiplication and divide go faster, you could duplicate the Countoff + Restore triggers dozens, or even hundreds of times, so that you get that many countoffs + restores per each trigger activation stage instead of only one (each trigger activation stage is exactly 1 second [2 seconds on countdown timer in a fastest game], and 1/12 a second with hyper triggers).
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