global variables as custom gameplay constants

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I have a question about how efficient some of my ideas are in my map which uses many triggered spells. I have decided that, to make balancing easier, I would store many of the parametric data for abilities in global variables and reference those variables in the spell triggers. I guess this is sort of like using global variables as custom gameplay constants. An example would be, for a spell like this:

Heals 50 HP and splits 25 damage between enemies in a 200 radius, if cast on an ally. Deals 25 damage and splits 50 HP between allies in a 200 radius, if cast on an enemy.

Instead of putting the numbers in the trigger as real values, I use globals called

judgementHeal = 50.00
judgementDamage = 25.00
judgementRadius = 200.00


and reference them in the trigger. That way, future balancing is a matter of changing each variable 1 time instead of entering each trigger to change it multiple times.

Or would it be better to have a real number array, like this:

judgement[0] = 50.00
judgement[1] = 25.00
judgement[2] = 200.00

I am wondering if, because globals take up memory, it i more or less efficient performance-wise to do it the other way. I could see some spells having up to 6 real-number variables. My map should have a maximum of about 40 spells.
 
Maker is right. Unless you have so many variables of the same type that it takes up the entire variable editor, a few nonarray are fine.
 
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