- Joined
- Jun 24, 2024
- Messages
- 59
--->Nvm. Got it another way around - Question is outdated.
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Hey again!
I'm currently working on an ID Table with Weights that determines rarities of the Objects i set.
Example Entry:
First all 10 commons will be listed, then the uncommons, then rare, epic and at last all 10 legendary.
I give those id entries weight to their corresponding rarity, making it somewhat balanced in chance - depending on actual ingame balance of course.
Now i want to use this table in multiple spells that act as reroll mechanics, those have different chances for the different rarities or non at all for specific rarities.
The example being the cheapest can roll a rare tower at maximum.
My understanding is, that i have to change the weights of the IDs in the one table per roll (per reroll trigger) accordingly to what chances they should have and reset all weights in the end so other roll triggers don't pick up wrong numbers. The difficulty for me is, when i only use one table, do i have to create insane amount of read/set actions or should i do the one time work and create tables for each rarity and only add towers and weights there according to my calculations (About 100 Towers in 5 different Roll triggers (equals +- 470 x3 entries).
Isn't there an easier way? I'm still very new to the WC3 Editor capabilities and would like to hear your ideas or suggestions
SMOrc
Edit
I think i can read the ID number and set the Tower Weight of the called ID, correct?
Could i also create some sort of loop that uses integer like:
"For Each Integer 1 - 10 in Tower ID - Set Weight to 50X"
"For Each Integer 11 - 20 in Tower ID - Set Weight to 25"
and so on.
And this kind of Loop for every rarity? That would make things way easier.
------------
Hey again!
I'm currently working on an ID Table with Weights that determines rarities of the Objects i set.
Example Entry:
-
TowerID
-
Events
-
Map initialization
-
-
Conditions
-
Actions
-
Set VariableSet TowerID = 0
-
-------- --- --------
-
Set VariableSet TowerID = (TowerID + 1)
-
Set VariableSet TowerType[TowerID] = Object1
-
Set VariableSet TowerWeight[TowerID] = 50
-
-------- --- --------
-
Set VariableSet TowerIDLegendary = 0
-
-------- --- --------
-
Set VariableSet TowerID = (TowerID + 1)
-
Set VariableSet TowerType[TowerID] = Object2
-
Set VariableSet TowerWeight[TowerID] = 50
-
-------- --- --------
-
Set VariableSet TowerID = (TowerID + 1)
-
Set VariableSet TowerType[TowerID] = Object3
-
Set VariableSet TowerWeight[TowerID] = 50
-
-------- --- --------
-
-
First all 10 commons will be listed, then the uncommons, then rare, epic and at last all 10 legendary.
I give those id entries weight to their corresponding rarity, making it somewhat balanced in chance - depending on actual ingame balance of course.
Now i want to use this table in multiple spells that act as reroll mechanics, those have different chances for the different rarities or non at all for specific rarities.
The example being the cheapest can roll a rare tower at maximum.
My understanding is, that i have to change the weights of the IDs in the one table per roll (per reroll trigger) accordingly to what chances they should have and reset all weights in the end so other roll triggers don't pick up wrong numbers. The difficulty for me is, when i only use one table, do i have to create insane amount of read/set actions or should i do the one time work and create tables for each rarity and only add towers and weights there according to my calculations (About 100 Towers in 5 different Roll triggers (equals +- 470 x3 entries).
Isn't there an easier way? I'm still very new to the WC3 Editor capabilities and would like to hear your ideas or suggestions
SMOrc
Edit
I think i can read the ID number and set the Tower Weight of the called ID, correct?
Could i also create some sort of loop that uses integer like:
"For Each Integer 1 - 10 in Tower ID - Set Weight to 50X"
"For Each Integer 11 - 20 in Tower ID - Set Weight to 25"
and so on.
And this kind of Loop for every rarity? That would make things way easier.
Last edited: