Is it possible to have multiples of an exact same item that contains varying/random stats from one another?
For example, I'll use an item called "Long Sword".
I have three Long Swords. Each of them has its independent statistics.
Long Sword
/Damage: 3 - 7
/Speed: +4
Long Sword
/Damage: 1 - 12
/Speed: +1
Long Sword
/Damage: 8-9
/Speed: +5
Edit: If this can be accomplished, I am going to "Catalog Field Value Get" the damage boost that it gave to my unit, and convert it to the amount of damage I do to other units using triggers.
Maybe you could use some "prefix" and "suffix" as in Diablo 2 and WoW, and randomly add them to your items by triggers (when they are placed on the map)
Is it possible to have multiples of an exact same item that contains varying/random stats from one another?
For example, I'll use an item called "Long Sword".
I have three Long Swords. Each of them has its independent statistics.
Long Sword /Damage: 3 - 7 /Speed: +4
Long Sword /Damage: 1 - 12 /Speed: +1
Long Sword /Damage: 8-9 /Speed: +5
Edit: If this can be accomplished, I am going to "Catalog Field Value Get" the damage boost that it gave to my unit, and convert it to the amount of damage I do to other units using triggers.
Yes it is possible! just generate a random number between the numbers you want and then set the behavior of the item based on the number ie, create behaviors or 1-7 damage and apply the behavior based on the random number. as for the tooltip, I'm not exactly sure how to change that.
Tooltips for Data Objects are not separate Data Objects, unlike Behaviors, so I don't think there's any easy way to freely link/attach/detach them. I do know that they're referenced by a sort of file path (if you look at a new Data Object, you'll see there's a file path in the text fields by default), so you might be able to work with that somehow.
Sounds like a complicated job! Thanks for the heads up.
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Is it possible for me to detect if a new behaviour had been applied to my unit via triggers? I cannot in anyway have the behaviour affect my unit's damage, range, or weapon speed. If it is possible, I would like the trigger to directly retrieve a number from a random field within the behaviour buff and have something that can detect if a buff had been applied to my unit. If for example it detects the buff, I can then set the variable as the number I put in the random field and have it to directly influence my unit's damage. That way it will not mess with my unit's stats.
I believe there's a Condition like "Unit Has Behavior", which you might use to compare against an array of Behaviors. If you have separate Behavior variants linked as different indexes, then you could either use each Behavior's index to index into other arrays of relevant values, or have a multi-dimensional array similar to a record.
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Is it possible to have multiples of an exact same item that contains varying/random stats from one another?
For example, I'll use an item called "Long Sword".
I have three Long Swords. Each of them has its independent statistics.
Long Sword /Damage: 3 - 7 /Speed: +4
Long Sword /Damage: 1 - 12 /Speed: +1
Long Sword /Damage: 8-9 /Speed: +5
Edit: If this can be accomplished, I am going to "Catalog Field Value Get" the damage boost that it gave to my unit, and convert it to the amount of damage I do to other units using triggers.
@Nothing5: Go
Maybe you could use some "prefix" and "suffix" as in Diablo 2 and WoW, and randomly add them to your items by triggers (when they are placed on the map)
That's just an idea, can't help you :S
@ragoulette: Go
I wonder if that's actually possible. It seems like it's a step deeper than what I'm stuck on, :P.
Yes it is possible! just generate a random number between the numbers you want and then set the behavior of the item based on the number ie, create behaviors or 1-7 damage and apply the behavior based on the random number. as for the tooltip, I'm not exactly sure how to change that.
Wow, thanks, I'd never thought of that!
Does anyone have an idea with the tool tip?
Tooltips for Data Objects are not separate Data Objects, unlike Behaviors, so I don't think there's any easy way to freely link/attach/detach them. I do know that they're referenced by a sort of file path (if you look at a new Data Object, you'll see there's a file path in the text fields by default), so you might be able to work with that somehow.
@moronsonofboron: Go
Sounds like a complicated job! Thanks for the heads up.
-------Is it possible for me to detect if a new behaviour had been applied to my unit via triggers? I cannot in anyway have the behaviour affect my unit's damage, range, or weapon speed. If it is possible, I would like the trigger to directly retrieve a number from a random field within the behaviour buff and have something that can detect if a buff had been applied to my unit. If for example it detects the buff, I can then set the variable as the number I put in the random field and have it to directly influence my unit's damage. That way it will not mess with my unit's stats.
I believe there's a Condition like "Unit Has Behavior", which you might use to compare against an array of Behaviors. If you have separate Behavior variants linked as different indexes, then you could either use each Behavior's index to index into other arrays of relevant values, or have a multi-dimensional array similar to a record.