- Joined
- Jun 6, 2024
- Messages
- 13
I'm fairly inexperienced in both programming and the editor so some of this could be obvious and I just need bumped in the right direction. I did some coding back in school and I've dabled in the editor for a decade. Which means I know virtually nothing other than what Ive stumbled across. I'll explain what I'm attempting to do in fairly basic terms and if there's likely issues with it, that's what I'm wanting to know as well as ways I can go about doing it.
Can I create "tables" to pull from? Maybe during initilization? Mostly this would be seeding creep spawns and drops. Something like:
if a unit dies in Y region and the region has no units owned by the hostile player, then wait 30s and create a unit from table X in Y region.
Maybe use rng to create variance in what spawns and it allows me to weight them? Maybe have common, uncommon, and rare variants. But what I need to know is if I can make "table X" and how I could refer to it for this? Maybe something along the lines of assigning units to an array (labor intensive but that's fine with me) and that allows me to perhaps do something like generate a random number between 1 and 1000 and then assign the value of the number generated to a slot on the array. If value is 1-500 use data from Slot 1, if 501-750 use Slot 2, etc. Also I've noticed triggers on death are unreliable sometimes? Maybe a backup trigger at a time of the day cycle thst checks if a unit is there and if not triggers the spawn?
Similar idea for how to use item drops. Something like:
when a unit dies, create an item X at the location of the triggering unit.
Again using rng to weight tables I've created. Not sure whether to tether drops to specific creeps, levels, or regions yet, but that's not the important part and I can figure it out later. These would give me tremendous control over the balance to find the right feel. The map I'm working on is admittedly too ambitious for my skill level, but isn't that everyone on their first real project?
Also worth noting that currently I'm working within the official editor and not using any other systems. I understand that this seems to be inadvisable, but I just kinda want to handle this map using systems within that editor so I understand what's going on. I don't have the time or drive to learn to code in that actual language and then do the map. If this makes my above system impossible/very impractical then I'll find another route. Maybe if I retain the itch after I finish this I'll learn it, but as of now I just want to try some stuff and I think it'll be a 1 off and I'll have scratched it. We'll see I guess. Thanks for the time.
(For those curious about the project because maybe it helps with advice, it's going to be a story driven, but mostly open world rpg. Side quests and boss fights with mechanics. I plan to hand it out once I'm done incase anyoneelse can enjoy it, but mostly it's for me. I've played a lot of rpg games and always wanted to make one and this medium seemed like the right balance of simplicity and freedom. I plan to make a story you can complete in maybe 5 hours if you know what's up, but I want to make it difficult by the end, so some leveling/side questing will definitely help. Then I want some optional and exploratory end game stuff that would require a lot more time to reach. Hidden bosses that are very difficult, etc. As well as replayability with different classes and stuff. As I said, ambitious, but im not in a rush. Just doing what I can when I can. Already have several clases made. Some story developed, and the first boss.)
Can I create "tables" to pull from? Maybe during initilization? Mostly this would be seeding creep spawns and drops. Something like:
if a unit dies in Y region and the region has no units owned by the hostile player, then wait 30s and create a unit from table X in Y region.
Maybe use rng to create variance in what spawns and it allows me to weight them? Maybe have common, uncommon, and rare variants. But what I need to know is if I can make "table X" and how I could refer to it for this? Maybe something along the lines of assigning units to an array (labor intensive but that's fine with me) and that allows me to perhaps do something like generate a random number between 1 and 1000 and then assign the value of the number generated to a slot on the array. If value is 1-500 use data from Slot 1, if 501-750 use Slot 2, etc. Also I've noticed triggers on death are unreliable sometimes? Maybe a backup trigger at a time of the day cycle thst checks if a unit is there and if not triggers the spawn?
Similar idea for how to use item drops. Something like:
when a unit dies, create an item X at the location of the triggering unit.
Again using rng to weight tables I've created. Not sure whether to tether drops to specific creeps, levels, or regions yet, but that's not the important part and I can figure it out later. These would give me tremendous control over the balance to find the right feel. The map I'm working on is admittedly too ambitious for my skill level, but isn't that everyone on their first real project?
Also worth noting that currently I'm working within the official editor and not using any other systems. I understand that this seems to be inadvisable, but I just kinda want to handle this map using systems within that editor so I understand what's going on. I don't have the time or drive to learn to code in that actual language and then do the map. If this makes my above system impossible/very impractical then I'll find another route. Maybe if I retain the itch after I finish this I'll learn it, but as of now I just want to try some stuff and I think it'll be a 1 off and I'll have scratched it. We'll see I guess. Thanks for the time.
(For those curious about the project because maybe it helps with advice, it's going to be a story driven, but mostly open world rpg. Side quests and boss fights with mechanics. I plan to hand it out once I'm done incase anyoneelse can enjoy it, but mostly it's for me. I've played a lot of rpg games and always wanted to make one and this medium seemed like the right balance of simplicity and freedom. I plan to make a story you can complete in maybe 5 hours if you know what's up, but I want to make it difficult by the end, so some leveling/side questing will definitely help. Then I want some optional and exploratory end game stuff that would require a lot more time to reach. Hidden bosses that are very difficult, etc. As well as replayability with different classes and stuff. As I said, ambitious, but im not in a rush. Just doing what I can when I can. Already have several clases made. Some story developed, and the first boss.)
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