Horadric Cube - Item Recipies - General randomness

AceHart

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(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:
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 :cool:


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
 
Nice! I would just add items to an array based on a certain organization and then run random numbers between x and y for the random items I wanted to use, but I suppose this takes away the long list of setting variables to various items :)
 
I like it! Thanks Ace! Go grab yourself one of those bad boy Warcraft 3 avatars Lordloki made :D

Also Ace please comment on the new forums Template SD proposed.
 
> I would just add items to an array based on a certain organization

Ah, well, but, yes.
With the "system" as posted, you don't need any arraying.
And the "organization" is pretty much automatic too.

The trigger as shown uses any items available, but:

As an example, put all the items you'd like to see appear in one same
category, like "artifact". Remove all others of that group.

Then the classification... simply put a higher level for better items,
and the other way around.
Then just change the "any class" to "artifact".
Done.

All you need to look out for is to have at least 1 item of every level.

Should be simple, there's only 9 of them :)


Anything else is handled automagically.
Just as expected from something that transforms Ubercrap into Megajunk (or something like that :))
 
That was my point :)

I knew my way was less efficient.
 
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