Knocksious
Sweet, I got 2 little green bars!
- Reaction score
- 46
Okay, so I was being lazy, and wanted to create a tiered item drop system, but didn't want to enter in every single little item manually, and I don't know how to use JASS
So, I cooked up an initialization that works something like a preloader, and I was wondering if it will work, before I go through the trouble of actually making the DROP system
here's the revised request for help
I used the reveal cheat while testing, and the items don't get removed
THEN I set up the actual drop system and added a debug message or two
Everything WORKS except it doesn't have a set of items to draw from, anyone wanna help me out?
So, I cooked up an initialization that works something like a preloader, and I was wondering if it will work, before I go through the trouble of actually making the DROP system
here's the revised request for help
Code:
Item Table Init
Events
Map initialization
Conditions
Actions
Item - Pick every item in Item Pregen <gen> and do (Actions)
Loop - Actions
Set ItemDrop_Level_Count = (ItemDrop_Level_Count + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item level of (Picked item)) Equal to ItemDrop_Level_Count
Then - Actions
Set ItemCounter = (ItemCounter + 1)
Set Item_Drop_Type[ItemCounter] = (Item-type of (Picked item))
Item - Remove (Picked item)
Else - Actions
Set ItemDrop_Cap[ItemDrop_Level_Count] = ItemCounter
I used the reveal cheat while testing, and the items don't get removed
THEN I set up the actual drop system and added a debug message or two
Everything WORKS except it doesn't have a set of items to draw from, anyone wanna help me out?
Code:
Item Drops
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Neutral Hostile
Actions
Set ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] = (ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] + 5)
Set ItemDrop_Chance = (Random integer number between (ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] + 1) and 100)
Game - Display to (All players) the text: ( Rolled: |cffffcc00 + (String(ItemDrop_Chance)))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ItemDrop_Chance Greater than or equal to 75
Then - Actions
Set APoint = (Position of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Greater than or equal to 90
Then - Actions
Item - Create Item_Drop_Type[(Random integer number between 0 and ItemDrop_Cap[9])] at (Center of (Playable map area))
Set ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] = 0
Custom script: call RemoveLocation (udg_APoint)
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Greater than or equal to 80
Then - Actions
Item - Create Item_Drop_Type[(Random integer number between 0 and ItemDrop_Cap[8])] at (Center of (Playable map area))
Set ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] = 0
Custom script: call RemoveLocation (udg_APoint)
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Greater than or equal to 70
Then - Actions
Item - Create Item_Drop_Type[(Random integer number between 0 and ItemDrop_Cap[7])] at (Center of (Playable map area))
Set ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] = 0
Custom script: call RemoveLocation (udg_APoint)
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Greater than or equal to 60
Then - Actions
Item - Create Item_Drop_Type[(Random integer number between 0 and ItemDrop_Cap[6])] at (Center of (Playable map area))
Set ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] = 0
Custom script: call RemoveLocation (udg_APoint)
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Greater than or equal to 50
Then - Actions
Item - Create Item_Drop_Type[(Random integer number between 0 and ItemDrop_Cap[5])] at (Center of (Playable map area))
Set ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] = 0
Custom script: call RemoveLocation (udg_APoint)
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Greater than or equal to 40
Then - Actions
Item - Create Item_Drop_Type[(Random integer number between 0 and ItemDrop_Cap[4])] at (Center of (Playable map area))
Set ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] = 0
Custom script: call RemoveLocation (udg_APoint)
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Greater than or equal to 30
Then - Actions
Item - Create Item_Drop_Type[(Random integer number between 0 and ItemDrop_Cap[3])] at (Center of (Playable map area))
Set ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] = 0
Custom script: call RemoveLocation (udg_APoint)
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Greater than or equal to 20
Then - Actions
Item - Create Item_Drop_Type[(Random integer number between 0 and ItemDrop_Cap[2])] at (Center of (Playable map area))
Set ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] = 0
Custom script: call RemoveLocation (udg_APoint)
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Greater than or equal to 10
Then - Actions
Item - Create Item_Drop_Type[(Random integer number between 0 and ItemDrop_Cap[1])] at (Center of (Playable map area))
Set ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] = 0
Custom script: call RemoveLocation (udg_APoint)
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Greater than or equal to 0
Then - Actions
Item - Create Item_Drop_Type[(Random integer number between 0 and ItemDrop_Cap[0])] at (Center of (Playable map area))
Set ItemDrop_RandomBonus[(Player number of (Owner of (Killing unit)))] = 0
Custom script: call RemoveLocation (udg_APoint)
Skip remaining actions
Else - Actions
Game - Display to (All players) the text: Error: Killed Creep...
Else - Actions