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TKoK oRPG Needs Jass Item Editor

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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!

=================================

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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Level 11
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the demo (TRSII inventory system) isnt my system, i have attached his map

2nd edit
I didnt have time today, but i'll tear apart my map to make a test map to mess with the item system and my systems. I'll post it tomorrow
 
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Level 11
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I have attached the TKoK item demo map.

see my first post for the extra info regarding it
 
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You can find the jass item list under the BX-TRSII Stuff folder with the trigger named: TRSItems

the best way to understand his system is to download his map and read the readme there. The actual items in jass are 1 long string that his text parser breaks down into all the abilities
 
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In toadcop's original file http://www.hiveworkshop.com/forums/attachment.php?attachmentid=15212&d=1193188401 there is a readme that briefly explains it. I figured the bulk of it out on my own though by looking at some of his functions and figuring out how they worked.

Things like adding ability requirements and then naming the abilities: Chain Proficiency, Leather Proficiency, Dual Wield Proficiency, Two-Handed Weapon Mastery, allows the user to create the effect of many item types that only certain classes can use.

I edited his item class list as well to customize the item categories (have no real effect except the text in the multiboard) to be more simple with the item types to be easier on the users to understand what they do when you read the tooltips.

I also linked up adding hidden abilities to the units that do nothing except to detect if a unit has it. I use these abilities for "On Hit" and "When Struck" abilities. If you look at the shields in my item list, they give an ability. Look up that ability in the object editor and the name will hint that is has a % chance to block X dmg. Heading over to the SHARED EVENTS folder, and the AlliedAttackedEvents trigger, you will see all the if then elses that control these when hit abilities and the jass code that drives them.
 
Level 11
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yeah his system took me a while to understand, for a native russian, its not too bad with the english
 
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i studied that system (Toadcop's one) and i figured mostly everything out...
what i wanted to say here, is to u post ur way of making the save/load system, i just can't figure it out how to do that...
 
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