@Captain Bacon have you enabled Jasshelper in the Trigger Editor? You might have to disable vJASS in the menu. All those errors will only appear if the vanilla compiler is enabled.
View attachment 353871
That fixed it!
And I like how the system works. I've decided to unify my Item system since this system allows me to (I used to have two seperate categories of Items for Units and Heros because putting Hero stats on Units would crash the game).
And just in case anybody is bored during the corona time and looking for a challange, I'd appreciate if someone helps me with this, since it'll take me hours, if not days, o get the trigger right (seems to be so easy for some people here). So I'll just leave these parameters here nd see if I get anything while I work on the trigger with the help of what you guys tought me ;P Thanks for all hat, btw!
I need a system that drops Items with these conditions:
About the Item:
-Level of drop always equal to level of Monster killed
-Fall into Rarity:
|cff9D9D9DPoor|r,
|cffFFFFFFCommon|r,
|cff1EFF00Uncommon|r,
|cff0070FFRare|r,
|cffA335EEEpic|r |cffFF8000Legendary|r. These multiply the stats by Y, where Y is 0.4, 0.6, 0.8, 1, 1.2, 1.5.
-Fall into Categories: Weapon, Body Armor, Shield, Trinket, Boots, Gloves, Helmet, of which multiple can be equipped (1-4) depending on inv size or a custom value of the Unit, but never two of the same category. (Item classification?)
-->I think each Item should have some base stats: Basic combinations of Str/Int/Agi (Or Hp/regen, Mana/regen,
*) say for example, X points distributed randomly on Agi, Int and Str, where X is dependant on the item lvl, rarity, etc.
* I'm not sure on how to translate Agility without making it over- or underowered. Maybe you can think of a way to properly translate it into AttackSpeed, Movespeed or Armor that doesnt get too unbalanced. Maybe just Damage? Idk I want to avoid supersonic speeds on both movement on attack, animations break immersion.
--> Each of these categories should have a main stat, which is always on that category of Item: Damage for Weapons, Armor for Body Armor, Health on Shields, Mana on Trinkets, MoveSpeed on boots, AttackSpeed on gloves, Armor on Helmets
--> Additionally, they should have ONE of these secondary stats:
Weapons: Either Bash, Crit, Feedback, Attack Speed, Cleave, or an Orb ability (Fire orb, Frost orb, Venom Orb, etc.)
Body Armor: Damage Reflection, Evasion, Bonus Armor, Permanent Immolation,
Helmet: Auras: Command, Brilliance, Endurance, Vampiric, Devotion, Trueshot, etc.
Shield: Divine Shield, Bonus Armor, Bash, Mana Shield, Damage Reflection
Trinket: Actives, like Rejuvenation, Cripple, Temporary Invisibility, etc.
Boots: Evasion, Bonus Armor, Temporary Speed boost.
Gloves: Bonus Armor, Temporary AttackSpeed boost.
Feel free to add anything that you think is missing or would be cool to any category.
About the Tooltip:
So Item names can't be edited, but Extended tooltips can. It should look something like this:
ITEM NAME //Color dependant on rarity - I can make some template items to drop to include all the raritys and have better quality items have appropriate Icons.
Level A - ItemSlot
+ B Main Stat
When on Hero:
+ C Agility
+ D Intelligence
+ E Strength
When on Mercenary:
+ F Health
+ G Health Regeneration
+ H Mana
+ I Mana Regeneration
+ J *
+ K *
Passive/Active: SecondaryStat: Does L/M, dealing N damage. //The "SecondaryStat" and the damage/healing/whatever number being colorcoded like the weapon rarity.
About the Drop Rates:
All enemies on my maps come in these tiers:
Normal Enemies (|cffXXXXXXNormal Enemies|r , XXXXXX is a color code I use for different classes on enemies, and it determines the Unit stat distribution, dw about this i just include it for substring reasons.)
< Elite Enemies > (|cffffff00<|r |cffXXXXXXElite Enemies|r |cffffff00>|r)
<< Mini Bosses >> (|cffffff00<<|r |cffXXXXXXMini Bosses|r |cffffff00>>|r)
<<< Bosses >>> (|cffffff00<<<|r |cff8787edBosses|r |cffffff00>>>|r)
The important thing here is the "<<" things. They determine how strong an enemy is and should also determine drop rates. I don't really have a defined ratio that I stuck with, but..
- Bosses should at least drop an Epic, if not a Legendary. Should always drop at least 2 items. I will probably add custom drops to these as well.
- Minibosses should also have a slight chance of a Legendary, Good chance for Epic, and else Rare. Should always drop at least 1 Item
- Elites should drop less Poor items and mostly Common, Uncommon and Rare items, while having a small chance for an Epic and mini chance for a Legendary. Should drop nothing 25%-50% of times.
- Common enemies should drop Poor and Common stuff, with good chance of Uncommon, small of Rare, and mini chance on Epic. Should drop nothing about 50%-75% of times.
Also, if possible, leave room for a variable that can modify the overall drop rate, that I could link to something like different difficulties. But this is not so important.
Lastly, some ItemCalsses should drop more often then others. 25% Weapons, 20% Body Armor, 10% Shields, 10% Trinkets, 15% Gloves, 8% Helmet, 12% Boots-
I hope didn't miss anything.
I know this is a huge amount of details and therefore work. But if I had this, I wouldn't even need the Pre- and Suffixes, and I'd be etarnally grateful! And I'll owe you one
With that said, I'll also post this in the Trigger request forum and get working on it myself in case, understandibly, nobody wants to go through the trouble.