AceHart
Your Friendly Neighborhood Admin
- Reaction score
- 1,505
(To celebrate my 1000th post (As if anyone cared
)
Horadric Cube? Item Recipies?
Interesting idea.
Basically, you take some Items of Major Junkiness
and magically tranform them into Higher Crap.
Unless you can come up with some longish list
that actually makes sense, at least sort of
List?
Ha!
I've spent the last half hour on the following:
Well, I started with my "Bag of Holding":
a scaled down and renamed wooden wyvern cage.
(That's the "Cube")
And a doesn't-do-anything-but-calls-a-trigger ability,
called "Transmute", based off "Channel".
Its tooltip says:
And a "Improved Higher Luck" upgrade,
that improves the chances of "Transmute" to actually do something.
Gave it to the "Cube".
That's simple.
But!
What possible relation could there be between
"Appearant Dust" and "Potion of Greater Void"?
Well, I don't know either...
However, the game uses an "item classification" system,
that, well, classifies the items in a couple "categories",
like "charged" or "permanent", and some "level", from 0 to 8.
So, then, my Creeps only ever drop level 0 "misc" items.
(Yes, I changed all 100+ of them to be "might randomly appear" :banghead: )
And, while sitting around, trying to think up some "recipies",
...
so, in short, I went and made a trigger that works based on level.
A "couple" of level 3 items have a chance of turning into...
ehm... something better (level 4 or 5).
In the (not so) long run, you will get rather strong, powerful, nice,
whatever really, items out of it.
You just don't ever quite know what and when.
Which is a Good Thing (tm).
There's a chance it might actually fail.
Obviously, it won't tell you
There's a chance you might get a free item.
(Who's complaining there?)
Sounds good until there.
Then, of course, I tried it all out.
And... well, it's great
Noone else will think that, but that's OK with me
In the, like, totally, unlikely event that someone might actually
want to use some totally randomized "Junk to Crap" trigger,
here it is:
(ItemLevels is an integer array that can hold 9 elements)
Happy mapping.
Yours,
AceHart
Horadric Cube? Item Recipies?
Interesting idea.
Basically, you take some Items of Major Junkiness
and magically tranform them into Higher Crap.
Unless you can come up with some longish list
that actually makes sense, at least sort of
List?
Ha!
I've spent the last half hour on the following:
Well, I started with my "Bag of Holding":
a scaled down and renamed wooden wyvern cage.
(That's the "Cube")
And a doesn't-do-anything-but-calls-a-trigger ability,
called "Transmute", based off "Channel".
Its tooltip says:
Magically transforms junk into crap.
You never quite know what
might come out of it.
Has a chance to fail.
Keep out of reach of children.
And a "Improved Higher Luck" upgrade,
that improves the chances of "Transmute" to actually do something.
Gave it to the "Cube".
That's simple.
But!
What possible relation could there be between
"Appearant Dust" and "Potion of Greater Void"?
Well, I don't know either...
However, the game uses an "item classification" system,
that, well, classifies the items in a couple "categories",
like "charged" or "permanent", and some "level", from 0 to 8.
So, then, my Creeps only ever drop level 0 "misc" items.
(Yes, I changed all 100+ of them to be "might randomly appear" :banghead: )
And, while sitting around, trying to think up some "recipies",
...
so, in short, I went and made a trigger that works based on level.
A "couple" of level 3 items have a chance of turning into...
ehm... something better (level 4 or 5).
In the (not so) long run, you will get rather strong, powerful, nice,
whatever really, items out of it.
You just don't ever quite know what and when.
Which is a Good Thing (tm).
There's a chance it might actually fail.
Obviously, it won't tell you
There's a chance you might get a free item.
(Who's complaining there?)
Sounds good until there.
Then, of course, I tried it all out.
And... well, it's great
Noone else will think that, but that's OK with me
In the, like, totally, unlikely event that someone might actually
want to use some totally randomized "Junk to Crap" trigger,
here it is:
Code:
HoradricCube
Events
Unit - A unit Stops casting an ability
Conditions
(Ability being cast) Equal to Channel Horadric
(Random integer number between 0 and 5) Less than or equal to (Current research level of Improved Higher Luck [Level 1] for (Owner of (Casting unit)))
Actions
For each (Integer A) from 0 to 8, do (Actions)
Loop - Actions
Set ItemLevels[(Integer A)] = 0
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Item carried by (Casting unit) in slot (Integer A)) is owned) Equal to True
Then - Actions
Set ItemLevels[(Item level of (Item carried by (Casting unit) in slot (Integer A)))] = (ItemLevels[(Item level of (Item carried by (Casting unit) in slot (Integer A)))] + 1)
Else - Actions
For each (Integer A) from 0 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ItemLevels[(6 - (Integer A))] Greater than or equal to 3
Then - Actions
For each (Integer B) from 1 to 4, do (Actions)
Loop - Actions
Hero - Drop the item from slot (Random integer number between 1 and 6) of (Casting unit)
Item - Remove (Last dropped item)
Hero - Create (Random level ((Random integer number between 7 and 8) - (Integer A)) Any Class item-type) and give it to (Casting unit)
Skip remaining actions
Else - Actions
(ItemLevels is an integer array that can hold 9 elements)
Happy mapping.
Yours,
AceHart


