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(New page: Hey, have you ever wondered how triggering works in the pop world editor? well if you want to know i can show you how! Implanting Triggers allows the game to have/be more importance and al...)
 
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Hey, have you ever wondered how triggering works in the pop world editor? well if you want to know i can show you how! Implanting Triggers allows the game to have/be more importance and also more fun. Without, populous will be a lot more boring.  
[[Trigger]]s are essential map objects used to cause effects or reward players with [[spell]]s and [[building]]s. [[Stone Head]]s and other worship-able objects require them to function. [[Trigger]]s are also used for AI Scripts and to trigger other [[trigger]]s and for timers.
For an in depth tutorial, check [https://www.popre.net/forum/triggers-and-practical-examples-t11341.html Triggers and Practical Examples].


Firstly I'm going to show you The Trigger.  
= Trigger Types =
There are five types of triggers:
*'''Proximity''' - Should be associated with a [[Stone Head]] object.  Sets head object to look like a [[Stone Head]] if it provides a Discovery or [[Totem Pole]] if it does not.
*'''Timed''' - Triggers an event after a time period without player interaction.
*'''Player Death''' - (Single player) Triggers when a tribe dies. Usually provides the same discovery as a [[Vault of Knowledge]] in the tribe's region.
*'''Shaman Proximity''' - Similar to '''Proximity''' but will display head object as an [[Obelisk]] that only a shaman may worship.  The [[Populous Reincarnated Matchmaker]] will automatically convert these into '''Shaman AoD'''.
*'''Library''' - (Single player) Similar to '''Shaman Proximity''', but for [[Vault of Knowledge]].  It will show the discovery given on the status screen.
*'''Shaman AoD''' - Exactly the same as '''Shaman Proximity''' except displays head object as a [[Gargoyle]].


1. The Trigger
== Proximity Style Triggers ==
The Proximity [[trigger]] is what causes [[Stone Head]]s (also [[Totem Pole]]s, [[Obelisk]]s and [[Gargoyle]]s) to reward a player with [[spell]]s, or set off [[effect]]s.


The options included in the trigger are:
*'''Cell radius''' - The radius of the trigger object in which the [[Stone Head]] must be located.  These are typically placed in the same square so this value should be set to 1.
*'''Pray time''' - The time (in quarter seconds) that worshipers must pray to receive a reward.
*'''Occurrences''' - The number of times the [[Stone Head]] will give its reward before sinking.  Set to 0 for infinite.
*'''Inactive time''' - The rate the [[Stone Head]]'s worship progress bar will go down when worshipers are removed.
*'''Trigger count''' - The number of worshipers that are needed to pray at the [[Stone Head]].
*'''Start inactive''' - If enabled, the [[Stone Head]] will not appear until it is triggered by another object.
*'''Create player owned''' - If enabled, the [[Stone Head]] reward goes the tribe it is set to, even when another player has prayed for it.


The trigger is what makes the stoneheads give you spells and such ect.
== Timed Triggers ==
It what creates action neither us or the cpu tribes can do.  
Timed triggers are most useful for automatic reoccurring events (such as mist, erodes, or lava) or for being linked with '''Proximity''' triggers in order to provide more than 10 effects.  The attributes for a '''Timed''' trigger are different from a '''Proximity''' trigger.


Here is a simple example of a setup for a stonehead.  
The options are:
*'''Cell radius''' - Unused (Set to 1)
*'''Pray time''' - Unused (Set to 1)
*'''Occurrences''' - The number of times the Trigger will activate before being destroyed. Set to 0 for infinite.  Set to -1 for "re-trigger" where the trigger will not be destroyed after activating and will instead lie dormant until activated again.
*'''Inactive time''' - Unused (Set to 1)
*'''Trigger count''' - The time (in [[game turn]]s - 1/12 seconds) the trigger will wait before activating.
*'''Start inactive''' - If disabled, the trigger will start timing at the start of the level.
*'''Create player owned''' - If enabled, the trigger reward goes the tribe it is set to, even when another player has activated it.  


   
= Links =
The options included in the trigger is:
A link connects an [[effect]] or discovery to the [[trigger]]. Triggers can have up to 10 links (though more can be added by linking a Timed Trigger).  When an effect is linked, the effect will occur when the trigger is activated and not at the start of the level. If a [[Spell]] is linked, the spell is cast only if the shaman of the tribe activating the trigger is alive.  The most common link is a discovery to give the worshiper a reward.


'''cell radius''' = the radius of the stonehead where the braves pray
= Discovery =
Discovery objects are used as rewards when a trigger is activated. They can contain spells, buildings or [[Mana]].  The value of the mana should be set fairly high as this number is 100 times the commonly known [http://cdplayer.popre.net/strategy/spells.htm spell mana values] (e.g. a [[Tornado]] requires 900 mana so a Discovery would need to give 90,000 mana to provide the player enough to charge a single tornado).


'''Pray time''' = 450, which means the time that the followers have to pray.
A discovery given '''once''' will provide a one-shot spell or building that cannot be recharged/built again. A '''level''' discovery will allow the player to recharge the spell (and provide one shot) or build unlimited of the building.
 
'''Occurences''' = 1 This means that whatever happends, it will only happen once, e.g. getting the volcano spell and the stonehead shrinks after.  
 
'''Inactive time''' = how long the stonehead's red bar will go down for.
 
'''Trigger Count''' = 6, it shows how many people have to pray at the stonehead for. so if you put 1 you only need 1 person.
 
'''Start Inactive''' - Your stonehead will not appear until it is triggered to.
 
'''Create Player Owned''' - The stonehead belongs to you, even when the other player has prayed it the reward shall go to the tribe who "owns" the stonehead.
 
'''Type''' - Shows what type of Trigger it is, So if it is Proximity it would be a regular stonehead But if you put something other then proximity it would be some other statue and has different requirements, ill show you the other basic one -
 
The shaman proximity has a different trigger type instead of a normal follower, it is turned into a obelisk, and is also best if you put 1  for the trigger count because there is only 1 shaman per tribe.
 
 
a link is a tool used to connect the effect or spell and the trigger. it can be used more then once, but does have a maximum. So it can link a volcano effect and a volcano spell have a effect on when you pray it
E.g. Face off, volcano eurupts, filling the small holes down the strips of the entrance to the hill, and filling the hill suggesting that it was supposed to happen. the Link allows the trigger to take effect.
 
 
The Discovery box is used as rewards when the stonehead is prayed (or another condition). As you see there is 2 rows (3 when first is selected spell or building) and on the 4th row is where you can write how much mana ''(only used when you want to trigger mana (when triggering mana make sure it's something like 10000 because spells require alot of mana)).
''
 
E.G. i have chosen a spell, chosen level which means i can use it for the rest of this level. ''(NOTE: only select level or once because making it permanent causes it to turn into a Vault of Knowledge)'' and I've chosen Lightning.
 
thats the basics, hope you enjoyed this tutorial

Latest revision as of 00:24, 25 May 2018

Triggers are essential map objects used to cause effects or reward players with spells and buildings. Stone Heads and other worship-able objects require them to function. Triggers are also used for AI Scripts and to trigger other triggers and for timers. For an in depth tutorial, check Triggers and Practical Examples.

Trigger Types

There are five types of triggers:

  • Proximity - Should be associated with a Stone Head object. Sets head object to look like a Stone Head if it provides a Discovery or Totem Pole if it does not.
  • Timed - Triggers an event after a time period without player interaction.
  • Player Death - (Single player) Triggers when a tribe dies. Usually provides the same discovery as a Vault of Knowledge in the tribe's region.
  • Shaman Proximity - Similar to Proximity but will display head object as an Obelisk that only a shaman may worship. The Populous Reincarnated Matchmaker will automatically convert these into Shaman AoD.
  • Library - (Single player) Similar to Shaman Proximity, but for Vault of Knowledge. It will show the discovery given on the status screen.
  • Shaman AoD - Exactly the same as Shaman Proximity except displays head object as a Gargoyle.

Proximity Style Triggers

The Proximity trigger is what causes Stone Heads (also Totem Poles, Obelisks and Gargoyles) to reward a player with spells, or set off effects.

The options included in the trigger are:

  • Cell radius - The radius of the trigger object in which the Stone Head must be located. These are typically placed in the same square so this value should be set to 1.
  • Pray time - The time (in quarter seconds) that worshipers must pray to receive a reward.
  • Occurrences - The number of times the Stone Head will give its reward before sinking. Set to 0 for infinite.
  • Inactive time - The rate the Stone Head's worship progress bar will go down when worshipers are removed.
  • Trigger count - The number of worshipers that are needed to pray at the Stone Head.
  • Start inactive - If enabled, the Stone Head will not appear until it is triggered by another object.
  • Create player owned - If enabled, the Stone Head reward goes the tribe it is set to, even when another player has prayed for it.

Timed Triggers

Timed triggers are most useful for automatic reoccurring events (such as mist, erodes, or lava) or for being linked with Proximity triggers in order to provide more than 10 effects. The attributes for a Timed trigger are different from a Proximity trigger.

The options are:

  • Cell radius - Unused (Set to 1)
  • Pray time - Unused (Set to 1)
  • Occurrences - The number of times the Trigger will activate before being destroyed. Set to 0 for infinite. Set to -1 for "re-trigger" where the trigger will not be destroyed after activating and will instead lie dormant until activated again.
  • Inactive time - Unused (Set to 1)
  • Trigger count - The time (in game turns - 1/12 seconds) the trigger will wait before activating.
  • Start inactive - If disabled, the trigger will start timing at the start of the level.
  • Create player owned - If enabled, the trigger reward goes the tribe it is set to, even when another player has activated it.

Links

A link connects an effect or discovery to the trigger. Triggers can have up to 10 links (though more can be added by linking a Timed Trigger). When an effect is linked, the effect will occur when the trigger is activated and not at the start of the level. If a Spell is linked, the spell is cast only if the shaman of the tribe activating the trigger is alive. The most common link is a discovery to give the worshiper a reward.

Discovery

Discovery objects are used as rewards when a trigger is activated. They can contain spells, buildings or Mana. The value of the mana should be set fairly high as this number is 100 times the commonly known spell mana values (e.g. a Tornado requires 900 mana so a Discovery would need to give 90,000 mana to provide the player enough to charge a single tornado).

A discovery given once will provide a one-shot spell or building that cannot be recharged/built again. A level discovery will allow the player to recharge the spell (and provide one shot) or build unlimited of the building.