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Scenario Design
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Topic Subject: Infinite Levelling with minimal triggers
posted 01 April 2007 07:00 AM EDT (US)   
Ok I know this guide has been posted before but this one tells you how to do it in one trigger!

Trigger: P1Level

Condition:
Quest Var Stat Value, Player1Next < Enemy Units killed (player 1)

Effects:

Quest Var Modify (Player1Next(+however many u want))
Quest Var Modify (Player1Level(+1))
Effect for levlling (modify protounit etc.)
Maybe send chat ("+(1*trQuestVarGet("P1Level"))+")(That gives you their level)

Feel free to use this and change the stat to enemy units killed cost for experience etc.


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[This message has been edited by Yeebaagooon (edited 04-01-2007 @ 07:01 AM).]

Replies:
posted 01 April 2007 07:05 AM EDT (US)     1 / 6  
Ilready knew he he - I did write a guide like it myself but there was few replies and the thread is lost deep inside the forums.

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posted 01 April 2007 07:09 AM EDT (US)     2 / 6  
I had come up with a similiar idea for my KOTOR scenario but it couldn't be used in quite the same way because I intended on your hero getting a certain amount of XP from certain units; I would have to set the amount of XP added for every type of unit. Still, worth mentioning to people.

[This message has been edited by Rigor Mortis (edited 04-01-2007 @ 07:11 AM).]

posted 01 April 2007 05:55 PM EDT (US)     3 / 6  
Rigor, you could give each type of unit its own unique experience points value by changing its 'unit cost'.
posted 01 April 2007 07:22 PM EDT (US)     4 / 6  
I use to have those QV's then i restarted AOM, so can u give me the url to find them??
posted 02 April 2007 05:12 AM EDT (US)     5 / 6  
Make one for a kill count too

MEPH
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posted 02 April 2007 09:35 AM EDT (US)     6 / 6  
Yeah, grey, I posted a thread on that a while back, I think. Assigning, say, a gold cost value to each opponent and then adding their gold to the XP gained QV when they died lets you use different XP for different units. Quite useful, and would balance out RPGs so everybody dosen't always go for the cheap units.

Also, on RPGs, you could award XP to any players near the attacked unit for bosses etc. This may be a little buggy (I.e. nearby idle units get the bonus and ranged units don't), but it would mean not just the winning kill would get XP.

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