Trigger: Creature item drops gone woops. ("For each integer" problem)

Tzepesch

New Member
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1
Hi there. :D

Basically, I'm bad at coding. I'm currently working on an xp/gold/lumber gaining "creature strength" system. Since I want to use a respawning system, I cannot use the normal item tables system, so I'm working in triggers.
Basically I want to make stronger creeps drop better items. So I've made this.
FailureItemDropCoding.jpg

What I had imagened was, that the first counter should count levels by kills up to 15, then another counter should get 1 value, and then this second counter should trigger that the xp, lumber, gold and stats should drop for each count and then count down again. When I tested this I just realized my epic failure. I went out, killing a level 3 dragonkin and then my computer went overloading a bit and after a minute, a screen full with items appeared.

Just one question to you: How does the "for each" functions work? :p

--Edit--
Fixed drop system. Read #7
 

cleeezzz

The Undead Ranger.
Reaction score
268
it means for every number, it will do those actions.

For integer A 1 - 10, do actions
Create 1 footman

1. create footman
2. create footman
3. create footman
etc.
10. create footman

in the end you should have 10 footmen.

so thats why you have an overload of items, you created the same 3 items 100 times.
 

Tzepesch

New Member
Reaction score
1
OMG calculation problem.
I killed a lvl 3 dragon. Then for each 3rd number between 1 and 1000 it added 1/15 = 22 to my second counter. Hmmm.. Then it kept editing the values. That's a bad thing...
 

AceHart

Your Friendly Neighborhood Admin
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1,495
> for each 3rd number between 1 and 1000 it added 1/15 = 22

Hm...
Actually, when doing integer calculations, 1 / 15 equals 0.


The last line in that large "for" loop is also not very good.

"For each variable from 1 to 100"... well, the variable is sure to be "greater or equal" to 1.
Then you subtract 1 from it... and the poor loop still tried to reach 100.
That will run until either the game crashes or the game just kills the trigger. At which point you pretty much covered the map with items.


On a related note, you can click your trigger's name, use "copy as text" and paste it here... no need for images.
 

Tzepesch

New Member
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1
Allrighty, I've changed to this.
Code:
Item Drops
    Events
        Unit - A unit owned by Neutral Hostile Dies
    Conditions
    Actions
        Set KillingBonus = (KillingBonus + (Level of (Triggering unit)))
        For each (Integer A) from 1 to KillingBonus, do (Set KillingBonusDropCount = (KillingBonusDropCount + (1 / 15)))
        Set KillingBonus = (KillingBonus - (Level of (Triggering unit)))
        For each (Integer A) from 1 to KillingBonusDropCount, do (Actions)
            Loop - Actions
                Item - Create Tome of Experience at (Position of (Triggering unit))
                Item - Create Bundle of Lumber at (Position of (Triggering unit))
                Item - Create Gold Coins at (Position of (Triggering unit))
                Item - Create Tome of Knowledge at (Position of (Triggering unit))
        Set ItemDropLevel = (Level of (Triggering unit))
        Set ItemDropValue = (ItemDropValue + (Random integer number between 5 and 15))
        If (ItemDropValue Greater than or equal to 100) then do (Item - Create (Random level ItemDropLevel item-type) at (Position of (Triggering unit))) else do (Do nothing)
        If (ItemDropValue Greater than or equal to 100) then do (Set ItemDropValue = 1) else do (Do nothing)

Now you say that 1/15=0 in integers. That's not good. How do I make it drop a item for each 15th level then?
 

AceHart

Your Friendly Neighborhood Admin
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1,495
> Set KillingBonus = (KillingBonus + (Level of (Triggering unit)))
> For each (Integer A) from 1 to KillingBonus, do (Set KillingBonusDropCount = (KillingBonusDropCount + (1 / 15)))
> Set KillingBonus = (KillingBonus - (Level of (Triggering unit)))

Set KillingBonusDropCount = (KillingBonusDropCount + ((KillingBonus + (Level of (Triggering unit))) / 15))


> For each (Integer A) from 1 to KillingBonusDropCount

This could create a rather impressive amount of items...
 

Tzepesch

New Member
Reaction score
1
> Set KillingBonus = (KillingBonus + (Level of (Triggering unit)))
> For each (Integer A) from 1 to KillingBonus, do (Set KillingBonusDropCount = (KillingBonusDropCount + (1 / 15)))
> Set KillingBonus = (KillingBonus - (Level of (Triggering unit)))

Set KillingBonusDropCount = (KillingBonusDropCount + ((KillingBonus + (Level of (Triggering unit))) / 15))


> For each (Integer A) from 1 to KillingBonusDropCount

This could create a rather impressive amount of items...

Think you've read something wrong...
It only dropped one of each items. (Initial values set for 1)

Drops works fine now, just changed to this:
Code:
Item Drops
    Events
        Unit - A unit owned by Neutral Hostile Dies
    Conditions
    Actions
        Set ItemDropLevel = (Level of (Triggering unit))
        Set ItemDropValue = (ItemDropValue + (Random integer number between 5 and 15))
        If (ItemDropValue Greater than or equal to 100) then do (Item - Create (Random level ItemDropLevel item-type) at (Position of (Triggering unit))) else do (Do nothing)
        If (ItemDropValue Greater than or equal to 100) then do (Set ItemDropValue = 1) else do (Do nothing)
        Set KillingBonus = (KillingBonus + (Level of (Triggering unit)))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
            Then - Actions
                For each (Integer A) from 1 to 10, do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                KillingBonus Greater than or equal to 10
                            Then - Actions
                                Item - Create NormalDrops[(Random integer number between 1 and 6)] at (Position of (Triggering unit))
                                Set KillingBonus = (KillingBonus - 10)
                            Else - Actions
                                Do nothing
            Else - Actions
                Do nothing

Thanks for help everyone. :)
 
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