TKoK is looking for 1 more project member to help in the item department.
Project: http://www.hiveworkshop.com/forums/showthread.php?t=35277
There are a few things you should know before you apply:
Items are 100% jass driven. The only thing the object editor item does is hold the itemID and the name. Other than that, everything including the bonuses/abilities/gold cost/etc is controlled by JASS. What does this mean? You NEED to have a basic understanding of JASS and be able to learn how to use toadcop's item system (demo here) as well as my 'on hit' and 'when struck' combat systems
What we are looking for as a final result is somebody that can generate the bulk of the items for TKoK and the maps to come while maintaining a good sense of balance to the game. The system supports regular items, magical items, set items, and uniques. And as you have seen it, I have already setup item limitations such as: Two-Handed weapon mastery, Duel Wield Spec, Specific class only, cloth, leather, chain proficiency, using the internal functions within toadcop's system
If you think you can handle this and wish to be a part of the team, please let us know!
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Edit: more info
You can find the jass item list under the BX-TRSII Stuff folder with the trigger named: TRSItems
the unit variables arms, chain, leather, cloth refer to the unit variables of the shops (Chain Mail Armor Shop, Leather Armor Shop, etc..) The MerchantAddItem() function is what adds that item to that shop list
the ItemChart cache is what I came up with to link the itemID's that the TRS inventory system uses with a numerical indexer of every item used in the game for the password storing system since the TRS itemID's tend to change from game to game depending on the order items are picked up. There is nothing to edit with these, they just have to be in every item's setup
The 4 cache integers are part of my item database that control things like: Chance to drop (if an item is chosen to drop in the first place), The item type (1==standard, 2==set, 3==unique, and so on), the Min Mode and Max mode are for my game difficulties, 1 being easy, 4 being legendary. An item can be set to drop only in the range specified.
I use a temp integer c to control the itemID through all of the setup, and i use 2 counters i and zC. i is the total item indexer for use with the ItemChart, something that does not need to be edited from item to item. zC though is the zoneCounter to keep track of how many items each zone in the game has. and zX is my current zone indicator for telling the cache which zone these items can drop in, it only changes when you start generating a new zone.
All this info at once can seem complicated, but I do believe that it is pretty straight forward and not too hard to learn
Project: http://www.hiveworkshop.com/forums/showthread.php?t=35277
There are a few things you should know before you apply:
Items are 100% jass driven. The only thing the object editor item does is hold the itemID and the name. Other than that, everything including the bonuses/abilities/gold cost/etc is controlled by JASS. What does this mean? You NEED to have a basic understanding of JASS and be able to learn how to use toadcop's item system (demo here) as well as my 'on hit' and 'when struck' combat systems
What we are looking for as a final result is somebody that can generate the bulk of the items for TKoK and the maps to come while maintaining a good sense of balance to the game. The system supports regular items, magical items, set items, and uniques. And as you have seen it, I have already setup item limitations such as: Two-Handed weapon mastery, Duel Wield Spec, Specific class only, cloth, leather, chain proficiency, using the internal functions within toadcop's system
If you think you can handle this and wish to be a part of the team, please let us know!
=================================
Edit: more info
You can find the jass item list under the BX-TRSII Stuff folder with the trigger named: TRSItems
the unit variables arms, chain, leather, cloth refer to the unit variables of the shops (Chain Mail Armor Shop, Leather Armor Shop, etc..) The MerchantAddItem() function is what adds that item to that shop list
the ItemChart cache is what I came up with to link the itemID's that the TRS inventory system uses with a numerical indexer of every item used in the game for the password storing system since the TRS itemID's tend to change from game to game depending on the order items are picked up. There is nothing to edit with these, they just have to be in every item's setup
The 4 cache integers are part of my item database that control things like: Chance to drop (if an item is chosen to drop in the first place), The item type (1==standard, 2==set, 3==unique, and so on), the Min Mode and Max mode are for my game difficulties, 1 being easy, 4 being legendary. An item can be set to drop only in the range specified.
I use a temp integer c to control the itemID through all of the setup, and i use 2 counters i and zC. i is the total item indexer for use with the ItemChart, something that does not need to be edited from item to item. zC though is the zoneCounter to keep track of how many items each zone in the game has. and zX is my current zone indicator for telling the cache which zone these items can drop in, it only changes when you start generating a new zone.
All this info at once can seem complicated, but I do believe that it is pretty straight forward and not too hard to learn
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