Overview
A very advanced guide to manipulating player resources using tribute, accumulate attribute and inverted accumulate attribute triggers to create a form of an options list that allows you to use buttons and go up and down and select opions from. Similar to a drop down box with a submit button. The Increase value should be thought of as like an arrow key pointing up on a keyboard, or like on a directional pad of a game controller. The confirm button would be like clicking a apply button on a computer application.
Introduction
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===== Introduction
Guide: Variable Dependent Option System
Guide Updated: 7/9/15
Guide Difficulty: ADVANCED
Writer: Bumis
Website: [link]
Youtube: https://www.youtube.com/channel/UCuiJlHCYeYDgbz30KwLsz5Q
Workshop: [link]
A very advanced guide to manipulating player resources using tribute, accumulate attribute and inverted accumulate attribute triggers to create a form of an options list that allows you to use buttons and go up and down and select opions from. Similar to a drop down box with a submit button. The Increase value should be thought of as like an arrow key pointing up on a keyboard, or like on a directional pad of a game controller. The confirm button would be like clicking a apply button on a computer application.
Buttons can exist as either objects such as relics and pavillions, with the object selected condition, or they
can be square tiles on the map, with a unit to push the button with an object in area condition.
This guide will teach you how to store resources as integers giving off different effects depending on the current value that you manually set.
We will be buidling a basic list here.
]
This can be done with two buttons (Object selected condition on a building or relic). But it is best to have a third button to confirm your choice.
1 Increase Value Button
2 Decrease Value Button
3 Confirm Selection
A 4th could be introduced to gather information about where the value is set and what will happen if you confirm it. But I’m getting to far ahead of myself, this is complicated so
let’s stick with two for now and just increase and decrease the value.
==================EXAMPLE============================
Here is a short example video. It may be hard to follow whats going on
THE third switch could be used as a buy button, if the list reacted on questions asking you if you wanted to buy item 1, 2 and 3… (hypothetical use of this to make a shop, i use
king in area to increase and decrease, to get shop info based on the current value, then use another king to confirm that i want to make the purchase https://www.youtube.com/watch?v=jnse7FcLLaU)
==================EXAMPLE============================
You need to select a value (RESOURCE) for a player that cannot be used in the scenario at all to work with, such as using player 8’s conversions when he has no monks.
Conversions will require Trigger Studio, the latest version for AOE 2 HD and FE can be found here.
[link]
It is recommended that you create and name all of the triggers correctly before setting any conditions or effects. (So read down this list and create the triggers in the displayed order, sense you cannot deactivate something you having created yet)
LETS START!
Part 1
THEORY IMAGE (OF A EVEN MORE ADVANCED MENU THEN WE ARE DOING
A MENU THAT EACH OPTION OPENBS ANOTHER MENU
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=====PART 1 Increasing, Reaction and Detection
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First you need two triggers, one to increase and one to decrease the value of a resource manually.
Be sure to use a resource to a player that will not use the resource at all!
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[b}+ 1A INCREASING YOUR VALUE[/b]
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TRIGGER1 (INCREASE VALUE) / -LOOP-yes- / STARTON-yes-
+Cond (if objected pav1 selected)
+Cond (Timer3)
–Effect: Send Tribute to Player 8 1 food
–Effect: Activate Current Value Deactivator
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+ 1B CREATE A DEACTIVATOR
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Now you need a deactivator. CREATE IT NOW BEFORE YOU MAKE ANY TRIGGERS BELOW,
DONT GIVE IT ANY CONDITIONS OR EFFECTS. Name it “C-VALUEDeactivator”
TRIGGER1 (C-VALUEDeactivator) / -LOOP-NO- / STARTON-NO-
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+ 1C VALUE REACTION
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Make 3 more triggers, VALUEIS1-3 These will only be activated when the value is currently set.
TRIGGER1 (VALUEIS1) / -LOOP-yes- / STARTON-no-
+Cond: Timer 3
—-Effect: Sendchat p1 (“the value is 1”)
TRIGGER2 (VALUEIS2) / -LOOP-yes- / STARTON-no-
+Cond: Timer 3
–Effect: Sendchat p1 (“the value is 2”)
TRIGGER3 (VALUEIS3) / -LOOP-yes- / STARTON-no-
+Cond: Timer 3
–Effect: Sendchat p1 (“the value is 3”)
Now go up the deactivator trigger you made
and make it so it first deactivates the three “value is” triggers, then have it shut itself off.
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+ 1D VALUE DETECTION
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Now we need to detect what the current value is and deactivate any triggers reacting to an older value.
This detects what your current value is
deactivates anything looping that is still
going based off what another value had
started.
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Now that you can give and take from the value, we need to make some triggers that detect the current value and respond
accordingly.
Make as many triggers as you want, I’ll make 3
Triggername IfValue=1 LoopYes
+Condition1: If accumulate Attribute 1 conversion player and
+Condition1: If NOT accumulate Attribute 2 conversion player 8
–Activate Current Value Deactivator
–Activate Trigger (Valueis1)
–Effect WHATEVER
Triggername IfValue=2 LoopYes
+Condition1: If accumulate Attribute 2 conversion player and
+Condition1: If NOT accumulate Attribute 3 conversion player 8
-Activate Current Value Deactivator
-Activate Trigger (Valueis2)
–Effect WHATEVER
Triggername IfValue=3 LoopYes
+Condition1: If accumulate Attribute 3 conversion player and
+Condition1: If NOT accumulate Attribute 4 conversion player 8
–Activate Current Value Deactivator
–Activate Trigger (Valueis3)
–Effect WHATEVER
So now you should be able to have three different options based on where you set the value, but we still have to have a way to decrease it, if you want to be able to repeat it. There is
two ways to do it. Have it forcefully reset its value immediately back to 0, or, make another button to manually take away on at a time.
Reset Button
or
Last Option / Next Option System
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End of part 1
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