Random item stats

JsK

New Member
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Is it possible to do it with triggers? Without having to make several copies of the item.

Pls help me , thanks!
 

Failenx

TH.net Regular
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7
What do you mean by random item stats? Do you mean the stats that a specific item will give you if you have it? Or something else?
 

avalya

New Member
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37
No, it's not, unless you trigger every stat and random it out, which would prove to be a real pain.
 

JsK

New Member
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0
To Failenx:
Something like this , example: Axe , Str+(random number).

To avalya:
Oh ok thx , i'll just stick to the old method.
 

Ayanami

칼리
Reaction score
288
To Failenx:
Something like this , example: Axe , Str+(random number).

To avalya:
Oh ok thx , i'll just stick to the old method.

If you mean mass making the same type of item with different stats, here's a quick way of doing that, if you didn't know, that is.

Hope that helps.
 

millz-

New Member
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25
I think there's a way if you use some sort of item indexing system. With that kind of system, you would probably have an array of all the items that you have in your map. When a item is created, you can generate a random stat based on what you want.

It would be far more easier to make it using hashtables and JASS. E.g.:

Save item type id as parent key, child key 0 - Save a string that contains maybe: "Str 2 5"

When a item is created, load string of the ItemTypeId parent key, child key 0 into a string, then generate a random number between substring 4,5 and substring 6,7.

Once the random stat is generated:

Save handle id of the item as parent key, child key 0 - Save string of the stat of the item e.g.: "Str 3" (previously generated)

And when the item is picked:

load string from the hashtable: parent key handle id of the picked item, child key 0
Use substring 0,3 to check the first 3 characters of the string, if it's Str, give the unit who picked the item a str bonus ability, then set the level of the ability to substring 4,5.




I know this is extremely messy and may be complicated for you to do, but what I wanted to tell you that it's totally possible to generate random stat but will require some work. And you need to "instantiate" every item type that you have in your map, then set what stat you want to be random.
 

cryowraith

New Member
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7
I think there's a way if you use some sort of item indexing system. With that kind of system, you would probably have an array of all the items that you have in your map. When a item is created, you can generate a random stat based on what you want.

It would be far more easier to make it using hashtables and JASS. E.g.:

Save item type id as parent key, child key 0 - Save a string that contains maybe: "Str 2 5"

When a item is created, load string of the ItemTypeId parent key, child key 0 into a string, then generate a random number between substring 4,5 and substring 6,7.

Once the random stat is generated:

Save handle id of the item as parent key, child key 0 - Save string of the stat of the item e.g.: "Str 3" (previously generated)

And when the item is picked:

load string from the hashtable: parent key handle id of the picked item, child key 0
Use substring 0,3 to check the first 3 characters of the string, if it's Str, give the unit who picked the item a str bonus ability, then set the level of the ability to substring 4,5.




I know this is extremely messy and may be complicated for you to do, but what I wanted to tell you that it's totally possible to generate random stat but will require some work. And you need to "instantiate" every item type that you have in your map, then set what stat you want to be random.

Then if the player drops and picks up the item again, the stats will be random again...
 

Accname

2D-Graphics enthusiast
Reaction score
1,464
you could set the custom value of all items to some random value when they are dropped/created. thence when the hero aquires them add the adequate ability to him, same goes for dropping that item just remove the ability from the hero.

though i wouldnt recomment using this method for items which have randomed useable abilitys.
 

millz-

New Member
Reaction score
25
Then if the player drops and picks up the item again, the stats will be random again...

That means you probably don't understand or didn't read properly. The random stats will be generated when the item is created. Once it's on the floor, the stats will be fixed (and stored in a hashtable in my example). If a player picks it up, load whats stored in the hashtable and give bonus ability accordingly. When the item is dropped, remove the ability. Item dropped by a unit will not have new random stats, because the random stat generator is only run when a item is created.
 

emootootoo

Top Banana
Reaction score
51
i did it like this personally

bugblocker.jpg


the save codes aren't very long either with like 6 items with 4 different random stats each, so it's very doable
 

kingkwong92

Well-Known Member
Reaction score
25
You could have tombs that increase whatever stat you wanted or abilities that add stats. When you acquire the item you get a random amount of tombs add or the ability added. When you lose the item, simply remove the abilities or add negative stat tombs.
 
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