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Hashtable&Items(Triggerrequest)(+rep)

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IT MUST BE IN GUI!

Im not sure if thats the right Forum section, anyway, i tried once something with Hashtables&Items and it failed hard(dont have the testmap anymore cuz my PC fucked up) and before im going to write the whole stuff what i tried to get i just make a request(where i can look over it and learn how it works right), ok what i want:

I want a Trigger(system) where you have 3 Items on the Ground(item A,B C) and everyone of them has a Random unique Value from 0-30, if you have all 3 Items in your inventory and get a new Item with an uniquie Value, based on the Values from the 3 Items(so the new value is the Value of item A+B+C) and with a command(like "-show" or something like that) you can see the value of the sword that you have equiped, and after the 3 Items merged into the single one 3 new items spawn, that can be merged again.


]Hope you understand what i want, im needing a something "different" then this, but it goes in the same way, and i can learn how it works by lookin over the triggers, maybe i will have some questions if i dont understand something but not more.


i will give +rep
and credits(assumed that i keep the work up on the project)
 
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Level 4
Joined
Apr 25, 2009
Messages
74
Its Item combining but every item has a own value (via hashtable).

Heres an example hope that makes it easier to understand:
You have 3 Swordpieces.
Swordpiece A
Swordpiece B
Swordpiece C

at mapbegin they just spawn on the mapground, and get an value from 1-30
Swordpiece A has 12
Swordpiece B has 24
Swordpiece C has 2

now you have all 3 Pieces in your inventory and they combine automaticly into a sword.
The custom Value of the Sword is 12+24+2=38.
The Sword gives you 38 extra attack damage.


After you combined the 3 Pieces the Pieces respawn, and again they get a new value and you can combine them again for a sword, that givex X attack damage.
 
If you want the damage value to be shown as green number next to the damage value, there are two ways:
1. Create 87 different versions of the sword, one for each possible bonus damage. Then you can also show the bonus damage in the tooltip.
2. Save the bonus damage in the custom value/hashtable of the sword and then add bonus damage abilities to the hero and removing them if the hero drops the item. But this will either end in having a hero with a lot of +1 abilities (i dont know if that could cause lags) or messing around with the binary system.
If you do not care, you could use a damage detection system and let the hero cause the bonus damage every time he damages something.
 
Level 4
Joined
Apr 25, 2009
Messages
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oh sorry, didnt saw it xDD(it was late where i live when i written that and only scrolled way down and only saw AliwnAtSystems posts), thanks, i will take a look over it when i have time^^

EDIT: FUCK >-<, epic fail, i forgot the most important thing, it must be in GUI...=_=", anyway, i will give yah +rep for your efforts
 
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