- Joined
- Oct 5, 2008
- Messages
- 355
The idea for the System is actually ok, but i think there are some flaws in this system.
Firstly, the item can just be picjed up, making the reason why you roll for it pretty nuch obsolete, because then the fastest one gets it (e.g. thats the case in Diablo 2)
When a Unit gains the item and drops it, anyone else can pick it up easiely. Or roll for it, for thst matter.
So what is firstly needed is any kind of saving system for the ownership of an item.
Secondly, you quite sigmificantly shorten the code of the Winning Event by using a loop and Arrays.
Eg:
Set Winning.Player = 0.
For each Loop.Integer from 1 to 12, do actions:
If Player.Roll[Loop.Integer] greater than Player.Roll[Winning.Player]
Then do:
Set Winning.Player = Loop.Integer
Arrays could also be used to unify all the Roll-Trigger into a single one.
Thirdly, the action of the kind:
Item - Move rolled_item to (Position of rolling_green)
Are leaking a location (Position of rolling_green)
The last thing that can be changed is making some Initialisation variables, so you can adjust the System to your liking. Like storing which spell is the roll spell or how long does the timer last. It makes implenenting the system much easier.
Overall, i recommend that you keep working on the system, because it got potential. Try to look up Tutorials for the use of arrays, loops and memory leaks, so you can grab a grasp of what can be done.
If yoz got questions, dont scare away from bringing them up in the Trigger help zone
.
By the way, im currently on the mobile phone, so sorry if this text isnt nicely formated and the help in the coding examples are quite short.
Firstly, the item can just be picjed up, making the reason why you roll for it pretty nuch obsolete, because then the fastest one gets it (e.g. thats the case in Diablo 2)
When a Unit gains the item and drops it, anyone else can pick it up easiely. Or roll for it, for thst matter.
So what is firstly needed is any kind of saving system for the ownership of an item.
Secondly, you quite sigmificantly shorten the code of the Winning Event by using a loop and Arrays.
Eg:
Set Winning.Player = 0.
For each Loop.Integer from 1 to 12, do actions:
If Player.Roll[Loop.Integer] greater than Player.Roll[Winning.Player]
Then do:
Set Winning.Player = Loop.Integer
Arrays could also be used to unify all the Roll-Trigger into a single one.
Thirdly, the action of the kind:
Item - Move rolled_item to (Position of rolling_green)
Are leaking a location (Position of rolling_green)
The last thing that can be changed is making some Initialisation variables, so you can adjust the System to your liking. Like storing which spell is the roll spell or how long does the timer last. It makes implenenting the system much easier.
Overall, i recommend that you keep working on the system, because it got potential. Try to look up Tutorials for the use of arrays, loops and memory leaks, so you can grab a grasp of what can be done.
If yoz got questions, dont scare away from bringing them up in the Trigger help zone
By the way, im currently on the mobile phone, so sorry if this text isnt nicely formated and the help in the coding examples are quite short.