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[General] What about local integer/real array speed?

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Level 17
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Nov 13, 2006
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1,814
if i want make a random stat bonus maker function, what give random stat to droped items, if i use 3 array that slow down the function?

who cant image it, i show:


JASS:
function AddRandomBonus takes integer id, integer grade, integer itype, integer amount returns nothing
    local integer i = 1
    local integer rnd
    local integer array index //real index
    local integer array bonus //bonus attached to index
    local integer maxindex //max index for loop
    local real array c //chance array, assigned to indexs
    local real rc // random chance (0,99)
    

    if itype == 1 or itype ==2 or itype == 4 or itype == 5 then
        set index[0] = 22 // experience bonus after a kill
        set index[1] = 23 // drop rate for rare item
        set index[2] = 24 // gold rate
        set index[3] = 27 // hp reg
        set index[4] = 31 // mp reg
        set index[5] = 73 // accurancy bonus
        set index[6] = 74 // evasion bonus
        set index[7] = 8 // level req decrease
        set index[8] = 44 // bonus str
        set index[9] = 45 // bonus agi
        set index[10] = 46 // bonus int
        set index[11] = 40 // bonus movment speed
        set index[12] = 47 // bonus attack speed
        set index[13] = 48 // reflect damage
        set index[14] = 51 // defence level
        set index[15] = 75 // pdef
        set index[16] = 76 // fire def
        set index[17] = 77 // water def
        set index[18] = 78 // lightning def
        set index[19] = 79 // poison def
        set index[20] = 80 // earth def
        set index[21] = 64 // hp
        set index[22] = 65 // mp
        set index[23] = 68 // bonus socket
        set index[24] = 67 // bonus duratibility
        set index[25] = 62 // pattack
        set index[26] = 63 // mattack
        set index[27] = 28 // hp steal
        set index[28] = 29 // hp per kill
        set index[29] = 32 // mp steal
        set index[30] = 33 // mp per kill
        set index[31] = 81 // shop discount

        set c[0] = 10 // experience bonus after a kill
        set c[1] = 5 // drop rate for rare item
        set c[2] = 7 // gold rate
        set c[3] = 20 // hp reg
        set c[4] = 20 // mp reg
        set c[5] = 10 // accurancy bonus
        set c[6] = 10 // evasion bonus
        set c[7] = 7 // level req decrease
        set c[8] = 5 // bonus str
        set c[9] = 5 // bonus agi
        set c[10] = 5 // bonus int
        set c[11] = 5 // bonus movment speed
        set c[12] = 3 // bonus attack speed
        set c[13] = 3 // reflect damage
        set c[14] = 2 // defence level
        set c[15] = 15 // pdef
        set c[16] = 15 // fire def
        set c[17] = 15 // water def
        set c[18] = 15 // lightning def
        set c[19] = 15 // poison def
        set c[20] = 15 // earth def
        set c[21] = 13 // hp
        set c[22] = 13 // mp
        set c[23] = 3 // bonus socket
        set c[24] = 12 // bonus duratibility
        set c[25] = 2 // pattack
        set c[26] = 2 // mattack
        set c[27] = 2 // hp steal
        set c[28] = 6 // hp per kill
        set c[29] = 3 // mp steal
        set c[30] = 6 // mp per kill
        set c[31] = 2 // shop discount

        set bonus[0] = GetRandomInt(grade / 10 + 1, grade / 5 + 7) // experience bonus after a kill
        set bonus[1] = GetRandomInt(grade / 20 + 1, grade / 10 + 5) // drop rate for rare item
        set bonus[2] = GetRandomInt(grade / 10 + 1, grade / 5 + 12) // gold rate
        set bonus[3] = GetRandomInt(grade / 15 + 1, grade / 8 + 1) // hp reg
        set bonus[4] = GetRandomInt(grade / 15 + 1, grade / 8 + 1) // mp reg
        set bonus[5] = GetRandomInt(grade / 2 + 1, grade * 3) // accurancy bonus
        set bonus[6] = GetRandomInt(grade / 3 + 1, grade * 2) // evasion bonus
        set bonus[7] = GetRandomInt(1, 2) * - 1 // level req decrease
        set bonus[8] = GetRandomInt(grade / 20 + 1, grade / 10 + 1) // bonus str
        set bonus[9] = GetRandomInt(grade / 20 + 1, grade / 10 + 1) // bonus agi
        set bonus[10] = GetRandomInt(grade / 20 + 1, grade / 10 + 1) // bonus int
        set bonus[11] = GetRandomInt(grade / 10 + 1, grade / 2 + 15) // bonus movment speed
        set bonus[12] = GetRandomInt(grade / 10 + 1, grade / 2 + 10) // bonus attack speed
        set bonus[13] = GetRandomInt(grade / 50 + 1, grade / 20 + 2) // reflect damage
        set bonus[14] = GetRandomInt(grade / 50 + 1, grade / 20 + 3) // defence level
        set bonus[15] = GetRandomInt(grade + 1, grade * 3 + 3) // pdef
        set bonus[16] = GetRandomInt(grade + 1, grade * 3 + 3) // fire def
        set bonus[17] = GetRandomInt(grade + 1, grade * 3 + 3) // water def
        set bonus[18] = GetRandomInt(grade + 1, grade * 3 + 3) // lightning def
        set bonus[19] = GetRandomInt(grade + 1, grade * 3 + 3) // poison def
        set bonus[20] = GetRandomInt(grade + 1, grade * 3 + 3) // earth def
        set bonus[21] = GetRandomInt(grade + 5, grade * 2 + 10) // hp
        set bonus[22] = GetRandomInt(grade + 5, grade * 2 + 10) // mp
        if itype != 5 then
            set bonus[23] = GetRandomInt(1, grade / 50 + 1) // inc socket
        else
            set bonus[23] = 0 // inc socket
        endif
        set bonus[24] = GetRandomInt(grade / 2 + 10, grade * 2 + 15) // inc duratibility
        set bonus[25] = GetRandomInt(grade + 3, grade * 2 + 5) // pattack
        set bonus[26] = GetRandomInt(grade + 3, grade * 2 + 5) // mattack
        set bonus[27] = GetRandomInt(grade / 20 + 1, grade / 10 + 2) // hp steal
        set bonus[28] = GetRandomInt(grade / 2 + 1, grade * 2 + 5) // hp per kill
        set bonus[29] = GetRandomInt(grade / 20 + 1, grade / 10 + 2) // mp steal
        set bonus[30] = GetRandomInt(grade / 2 + 1, grade * 2 + 5) // mp per kill
        set bonus[31] = GetRandomInt(1, 3) // //shop discount

        set maxindex = 31
    elseif itype == 3 then
        set index[0] = 22 // experience bonus after a kill
        set index[1] = 23 // drop rate for rare item
        set index[2] = 24 // gold rate
        set index[3] = 28 // hp steal
        set index[4] = 29 // hp per kill
        set index[5] = 32 // mp steal
        set index[6] = 33 // mp per kill
        set index[7] = 73 // accurancy bonus
        set index[8] = 8 // level req decrease
        set index[9] = 44 // bonus str
        set index[10] = 45 // bonus agi
        set index[11] = 46 // bonus int
        set index[12] = 47 // bonus attack speed
        set index[13] = 49 // chance for armor penetration
        set index[14] = 69 // attack level
        set index[15] = 66 // critical chance
        set index[16] = 55 // critical damage
        set index[17] = 56 // pet power
        set index[18] = 57 // bonus fire damage
        set index[19] = 58 // bonus water damage
        set index[20] = 59 // bonus lightning damage
        set index[21] = 60 // bonus poison damage
        set index[22] = 61 // bonus earth damage
        set index[23] = 75 // pdef
        set index[24] = 76 // fire def
        set index[25] = 77 // water def
        set index[26] = 78 // lightning def
        set index[27] = 79 // poison def
        set index[28] = 80 // earth def
        set index[29] = 64 // hp
        set index[30] = 65 // mp
        set index[31] = 68 // bonus socket
        set index[32] = 67 // bonus duratibility
        set index[33] = 62 // pattack
        set index[34] = 63 // mattack
        set index[35] = 70 // defence level
        set index[36] = 81 // shop discount
        set index[37] = 27 // hp reg
        set index[38] = 31 // mp reg

        set c[0] = 4 // experience bonus after a kill
        set c[1] = 9 // drop rate for rare item
        set c[2] = 9 // gold rate
        set c[3] = 11 // hp steal
        set c[4] = 7 // hp per kill
        set c[5] = 11 // mp steal
        set c[6] = 7 // mp per kill
        set c[7] = 10 // accurancy bonus
        set c[8] = 9 // level req decrease
        set c[9] = 5 // bonus str
        set c[10] = 5 // bonus agi
        set c[11] = 5 // bonus int
        set c[12] = 10 // bonus attack speed
        set c[13] = 2 // chance for armor penetration
        set c[14] = 9 // attack level
        set c[15] = 12 // critical chance
        set c[16] = 5 // critical damage
        set c[17] = 1 // pet power
        set c[18] = 3 // bonus fire damage
        set c[19] = 3 // bonus water damage
        set c[20] = 3 // bonus lightning damage
        set c[21] = 3 // bonus poison damage
        set c[22] = 3 // bonus earth damage
        set c[23] = 4 // pdef
        set c[24] = 4 // fire def
        set c[25] = 4 // water def
        set c[26] = 4 // lightning def
        set c[27] = 4 // poison def
        set c[28] = 4 // earth def
        set c[29] = 5 // hp
        set c[30] = 5 // mp
        set c[31] = 2 // bonus socket
        set c[32] = 12 // bonus duratibility
        set c[33] = 17 // pattack
        set c[34] = 17 // mattack
        set c[35] = 5 // defence level
        set c[36] = 3 // shop discount
        set c[37] = 4 // hp reg
        set c[38] = 4 // mp reg

        set bonus[0] = GetRandomInt(grade / 10 + 1, grade / 5 + 7) // experience bonus after a kill
        set bonus[1] = GetRandomInt(grade / 20 + 1, grade / 10 + 5) // drop rate for rare item
        set bonus[2] = GetRandomInt(grade / 10 + 1, grade / 5 + 12) // gold rate
        set bonus[3] = GetRandomInt(grade / 20 + 1, grade / 10 + 2) // hp steal
        set bonus[4] = GetRandomInt(grade / 2 + 1, grade * 2 + 5) // hp per kill
        set bonus[5] = GetRandomInt(grade / 20 + 1, grade / 10 + 2) // mp steal
        set bonus[6] = GetRandomInt(grade / 2 + 1, grade * 2 + 5) // mp per kill
        set bonus[7] = GetRandomInt(grade + 1, grade * 5 + 5) // accurancy bonus
        set bonus[8] = GetRandomInt( - 1, - 3) // level req decrease
        set bonus[9] = GetRandomInt(grade / 30 + 1, grade / 10 + 2) // bonus str
        set bonus[10] = GetRandomInt(grade / 30 + 1, grade / 10 + 2) // bonus agi
        set bonus[11] = GetRandomInt(grade / 30 + 1, grade / 10 + 2) // bonus int
        set bonus[12] = GetRandomInt(grade / 20 + 1, grade) // bonus attack speed
        set bonus[13] = GetRandomInt(grade / 50 + 1, grade / 50 + 3) // chance for armor penetration
        set bonus[14] = GetRandomInt(grade / 50 + 1, grade / 20 + 3) // attack level
        set bonus[15] = GetRandomInt(1, grade / 20 + 1) // critical chance
        set bonus[16] = GetRandomInt(3, grade / 10 + 10) // critical damage
        set bonus[17] = GetRandomInt(3, grade / 10 + 10) // pet power
        set bonus[18] = GetRandomInt(grade, grade * 3) // bonus fire damage
        set bonus[19] = GetRandomInt(grade, grade * 3) // bonus water damage
        set bonus[20] = GetRandomInt(grade, grade * 3) // bonus lightning damage
        set bonus[21] = GetRandomInt(grade, grade * 3) // bonus poison damage
        set bonus[22] = GetRandomInt(grade, grade * 3) // bonus earth damage
        set bonus[23] = GetRandomInt(grade + 1, grade * 3 + 3) // pdef
        set bonus[24] = GetRandomInt(grade + 1, grade * 3 + 3) // fire def
        set bonus[25] = GetRandomInt(grade + 1, grade * 3 + 3) // water def
        set bonus[26] = GetRandomInt(grade + 1, grade * 3 + 3) // lightning def
        set bonus[27] = GetRandomInt(grade + 1, grade * 3 + 3) // poison def
        set bonus[28] = GetRandomInt(grade + 1, grade * 3 + 3) // earth def
        set bonus[29] = GetRandomInt(grade + 5, grade * 2 + 10) // hp
        set bonus[30] = GetRandomInt(grade + 5, grade * 2 + 10) // mp
        set bonus[31] = GetRandomInt(1, grade / 50 + 1) // inc socket
        set bonus[32] = GetRandomInt(grade / 2 + 10, grade * 2 + 15) // inc duratibility
        set bonus[33] = GetRandomInt(grade + 3, grade * 2 + 5) // pattack
        set bonus[34] = GetRandomInt(grade + 3, grade * 2 + 5) // mattack
        set bonus[35] = GetRandomInt(grade / 50 + 1, grade / 20 + 3) // defence level
        set bonus[36] = GetRandomInt(2, 5) // //shop discount
        set bonus[37] = GetRandomInt(grade / 15 + 1, grade / 8 + 1) // hp reg
        set bonus[38] = GetRandomInt(grade / 15 + 1, grade / 8 + 1) // mp reg

        set maxindex = 38
    elseif itype == 9 then
        set index[0] = 22 // experience bonus after a kill
        set index[1] = 23 // drop rate for rare item
        set index[2] = 24 // gold rate
        set index[3] = 27 // hp reg
        set index[4] = 28 // hp steal
        set index[5] = 29 // hp per kill
        set index[6] = 31 // mp reg
        set index[7] = 32 // mp steal
        set index[8] = 33 // mp per kill
        set index[9] = 44 // bonus str
        set index[10] = 45 // bonus agi
        set index[11] = 46 // bonus int
        set index[12] = 48 // reflect damage
        set index[13] = 49 // chance for armor penetration
        set index[14] = 75 // pdef
        set index[15] = 76 // fire def
        set index[16] = 77 // water def
        set index[17] = 78 // lightning def
        set index[18] = 79 // poison def
        set index[19] = 80 // earth def
        set index[20] = 64 // hp
        set index[21] = 65 // mp
        set index[22] = 68 // bonus socket
        set index[23] = 67 // bonus duratibility
        set index[24] = 62 // pattack
        set index[25] = 63 // mattack
        set index[26] = 69 // attack level
        set index[27] = 70 // defence level
        set index[28] = 66 // critical chance
        set index[29] = 55 // critical damage
        set index[30] = 81 // shop discount
        set index[31] = 74 // evasion

        set c[0] = 10 // experience bonus after a kill
        set c[1] = 10 // drop rate for rare item
        set c[2] = 10 // gold rate
        set c[3] = 7 // hp reg
        set c[4] = 10 // hp steal
        set c[5] = 7 // hp per kill
        set c[6] = 7 // mp reg
        set c[7] = 8 // mp steal
        set c[8] = 7 // mp per kill
        set c[9] = 3 // bonus str
        set c[10] = 3 // bonus agi
        set c[11] = 3 // bonus int
        set c[12] = 3 // reflect damage
        set c[13] = 2 // chance for armor penetration
        set c[14] = 2 // pdef
        set c[15] = 2 // fire def
        set c[16] = 2 // water def
        set c[17] = 2 // lightning def
        set c[18] = 2 // poison def
        set c[19] = 2 // earth def
        set c[20] = 11 // hp
        set c[21] = 11 // mp
        set c[22] = 7 // bonus socket
        set c[23] = 4 // bonus duratibility
        set c[24] = 3 // pattack
        set c[25] = 3 // mattack
        set c[26] = 10 // attack level
        set c[27] = 10 // defence level
        set c[28] = 6 // critical chance
        set c[29] = 5 // critical damage
        set c[30] = 7 // shop discount
        set c[31] = 1 // evasion

        set bonus[0] = GetRandomInt(grade / 10 + 1, grade / 5 + 7) // experience bonus after a kill
        set bonus[1] = GetRandomInt(grade / 20 + 1, grade / 10 + 5) // drop rate for rare item
        set bonus[2] = GetRandomInt(grade / 10 + 1, grade / 5 + 12) // gold rate
        set bonus[3] = GetRandomInt(grade / 15 + 1, grade / 8 + 5) // hp reg
        set bonus[4] = GetRandomInt(grade / 20 + 1, grade / 10 + 2) // hp steal
        set bonus[5] = GetRandomInt(grade / 2 + 1, grade * 2 + 1) // hp per kill
        set bonus[6] = GetRandomInt(grade / 15 + 1, grade / 8 + 1) // mp reg
        set bonus[7] = GetRandomInt(grade / 20 + 1, grade / 10 + 2) // mp steal
        set bonus[8] = GetRandomInt(grade / 2 + 1, grade * 2 + 5) // mp per kill
        set bonus[9] = GetRandomInt(grade / 20 + 1, grade / 10 + 1) // bonus str
        set bonus[10] = GetRandomInt(grade / 20 + 1, grade / 10 + 1) // bonus agi
        set bonus[11] = GetRandomInt(grade / 20 + 1, grade / 10 + 1) // bonus int
        set bonus[12] = GetRandomInt(grade / 20 + 1, grade / 10 + 2) // reflect damage
        set bonus[13] = GetRandomInt(grade / 50 + 1, grade / 50 + 3) // chance for armor penetration
        set bonus[14] = GetRandomInt(grade + 1, grade * 3 + 3) // pdef
        set bonus[15] = GetRandomInt(grade + 1, grade * 3 + 3) // fire def
        set bonus[16] = GetRandomInt(grade + 1, grade * 3 + 3) // water def
        set bonus[17] = GetRandomInt(grade + 1, grade * 3 + 3) // lightning def
        set bonus[18] = GetRandomInt(grade + 1, grade * 3 + 3) // poison def
        set bonus[19] = GetRandomInt(grade + 1, grade * 3 + 3) // earth def
        set bonus[20] = GetRandomInt(grade + 5, grade * 2 + 10) // hp
        set bonus[21] = GetRandomInt(grade + 5, grade * 2 + 10) // mp
        set bonus[22] = GetRandomInt(1, grade / 50 + 1) // inc socket
        set bonus[23] = GetRandomInt(grade / 2 + 10, grade * 2 + 15) // inc duratibility
        set bonus[24] = GetRandomInt(grade + 3, grade * 2 + 5) // pattack
        set bonus[25] = GetRandomInt(grade + 3, grade * 2 + 5) // mattack
        set bonus[26] = GetRandomInt(grade / 50 + 1, grade / 20 + 3) // attack level
        set bonus[27] = GetRandomInt(grade / 50 + 1, grade / 20 + 3) // defence level
        set bonus[28] = GetRandomInt(1, grade / 20 + 1) // critical chance
        set bonus[29] = GetRandomInt(3, grade / 10 + 10) // critical damage
        set bonus[30] = GetRandomInt(3, 7) // //shop discount
        set bonus[31] = GetRandomInt(grade + 1, grade * 2 + 10) // evasion

        set maxindex = 31
    elseif itype == 6 or itype == 8 then
        set index[1] = 69 // attack level
        set index[2] = 66 // critical chance
        set index[3] = 55 // critical damage
        set index[4] = 48 // reflect damage
        set index[5] = 70 // defence level
        set index[6] = 22 // experience bonus after a kill
        set index[7] = 23 // drop rate for rare item
        set index[8] = 24 // gold rate
        set index[9] = 44 // bonus str
        set index[10] = 45 // bonus agi
        set index[11] = 46 // bonus int
        set index[12] = 27 // hp reg
        set index[13] = 28 // hp steal
        set index[14] = 29 // hp per kill
        set index[15] = 31 // mp reg
        set index[16] = 32 // mp steal
        set index[17] = 33 // mp per kill
        set index[18] = 67 // bonus duratibility
        set index[19] = 62 // pattack
        set index[20] = 63 // mattack
        set index[21] = 75 // pdef
        set index[22] = 76 // fire def
        set index[23] = 77 // water def
        set index[24] = 78 // lightning def
        set index[25] = 79 // poison def
        set index[26] = 80 // earth def
        set index[27] = 64 // hp
        set index[28] = 65 // mp
        set index[29] = 81 // shop discount
        set index[30] = 73 // accurancy bonus
        set index[31] = 74 // evasion bonus

        set c[1] = 9 // attack level
        set c[2] = 12 // critical chance
        set c[3] = 10 // critical damage
        set c[4] = 5 // reflect damage
        set c[5] = 5 // defence level
        set c[6] = 6 // experience bonus after a kill
        set c[7] = 4 // drop rate for rare item
        set c[8] = 5 // gold rate
        set c[9] = 3 // bonus str
        set c[10] = 3 // bonus agi
        set c[11] = 3 // bonus int
        set c[12] = 8 // hp reg
        set c[13] = 8 // hp steal
        set c[14] = 8 // hp per kill
        set c[15] = 8 // mp reg
        set c[16] = 8 // mp steal
        set c[17] = 8 // mp per kill
        set c[18] = 11 // bonus duratibility
        set c[19] = 13 // pattack
        set c[20] = 13 // mattack
        set c[21] = 4 // pdef
        set c[22] = 4 // fire def
        set c[23] = 4 // water def
        set c[24] = 4 // lightning def
        set c[25] = 4 // poison def
        set c[26] = 4 // earth def
        set c[27] = 7 // hp
        set c[28] = 7 // mp
        set c[29] = 3 // shop discount
        set c[30] = 6 // accurancy bonus
        set c[31] = 6 // evasion bonus

        set bonus[1] = GetRandomInt(grade / 50 + 1, grade / 20 + 3) // attack level
        set bonus[2] = GetRandomInt(1, grade / 20 + 1) // critical chance
        set bonus[3] = GetRandomInt(3, grade / 10 + 10) // critical damage
        set bonus[4] = GetRandomInt(grade / 20 + 1, grade / 10 + 2) // reflect damage
        set bonus[5] = GetRandomInt(grade / 50 + 1, grade / 20 + 3) // defence level
        set bonus[6] = GetRandomInt(grade / 10 + 1, grade / 5 + 7) // experience bonus after a kill
        set bonus[7] = GetRandomInt(grade / 20 + 1, grade / 10 + 5) // drop rate for rare item
        set bonus[8] = GetRandomInt(grade / 10 + 1, grade / 5 + 12) // gold rate
        set bonus[9] = GetRandomInt(grade / 20 + 1, grade / 10 + 1) // bonus str
        set bonus[10] = GetRandomInt(grade / 20 + 1, grade / 10 + 1) // bonus agi
        set bonus[11] = GetRandomInt(grade / 20 + 1, grade / 10 + 1) // bonus int
        set bonus[12] = GetRandomInt(grade / 15 + 1, grade / 8 + 5) // hp reg
        set bonus[13] = GetRandomInt(grade / 20 + 1, grade / 10 + 2) // hp steal
        set bonus[14] = GetRandomInt(grade / 2 + 1, grade * 2 + 2) // hp per kill
        set bonus[15] = GetRandomInt(grade / 15 + 1, grade / 8 + 2) // mp reg
        set bonus[16] = GetRandomInt(grade / 20 + 1, grade / 10 + 2) // mp steal
        set bonus[17] = GetRandomInt(grade / 2 + 1, grade * 2 + 5) // mp per kill
        set bonus[18] = GetRandomInt(grade / 2 + 10, grade * 2 + 15) // inc duratibility
        set bonus[19] = GetRandomInt(grade + 3, grade * 2 + 5) // pattack
        set bonus[20] = GetRandomInt(grade + 3, grade * 2 + 5) // mattack
        set bonus[21] = GetRandomInt(grade + 1, grade * 3 + 3) // pdef
        set bonus[22] = GetRandomInt(grade + 1, grade * 3 + 3) // fire def
        set bonus[23] = GetRandomInt(grade + 1, grade * 3 + 3) // water def
        set bonus[24] = GetRandomInt(grade + 1, grade * 3 + 3) // lightning def
        set bonus[25] = GetRandomInt(grade + 1, grade * 3 + 3) // poison def
        set bonus[26] = GetRandomInt(grade + 1, grade * 3 + 3) // earth def
        set bonus[27] = GetRandomInt(grade + 5, grade * 2 + 10) // hp
        set bonus[28] = GetRandomInt(grade + 5, grade * 2 + 10) // mp
        set bonus[29] = GetRandomInt(2, 5) // //shop discount
        set bonus[30] = GetRandomInt(grade / 2 + 1, grade * 3) // accurancy bonus
        set bonus[31] = GetRandomInt(grade / 3 + 1, grade * 2) // evasion bonus

        set maxindex = 31
    elseif itype == 11 then
        set index[0] = 22 // experience bonus after a kill
        set index[1] = 23 // drop rate for rare item
        set index[2] = 24 // gold rate
        set index[3] = 29 // hp per kill
        set index[4] = 33 // mp per kill
        set index[5] = 44 // bonus str
        set index[6] = 45 // bonus agi
        set index[7] = 46 // bonus int
        set index[8] = 69 // attack level
        set index[9] = 70 // defence level
        set index[10] = 66 // critical chance
        set index[11] = 55 // critical damage
        set index[12] = 81 // shop discount
        set index[13] = 27 // hp reg
        set index[14] = 31 // mp reg
        set index[15] = 73 // accurancy bonus
        set index[16] = 74 // evasion bonus

        set c[0] = 15 // experience bonus after a kill
        set c[1] = 10 // drop rate for rare item
        set c[2] = 20 // gold rate
        set c[3] = 8 // hp per kill
        set c[4] = 8 // mp per kill
        set c[5] = 9 // bonus str
        set c[6] = 9 // bonus agi
        set c[7] = 9 // bonus int
        set c[8] = 4 // attack level
        set c[9] = 4 // defence level
        set c[10] = 3 // critical chance
        set c[11] = 2 // critical damage
        set c[12] = 7 // shop discount
        set c[13] = 5 // hp reg
        set c[14] = 5 // mp reg
        set c[15] = 3 // accurancy bonus
        set c[16] = 3 // evasion bonus

        set bonus[0] = GetRandomInt(grade / 30 + 1, grade / 15 + 2) // experience bonus after a kill
        set bonus[1] = GetRandomInt(grade / 50 + 1, grade / 30 + 2) // drop rate for rare item
        set bonus[2] = GetRandomInt(grade / 30 + 1, grade / 15 + 5) // gold rate
        set bonus[3] = GetRandomInt(grade / 10 + 1, grade/2 + 1) // hp per kill
        set bonus[4] = GetRandomInt(grade / 10 + 1, grade/2 + 5) // mp per kill
        set bonus[5] = GetRandomInt(grade / 50 + 1, grade / 25 + 1) // bonus str
        set bonus[6] = GetRandomInt(grade / 50 + 1, grade / 25 + 1) // bonus agi
        set bonus[7] = GetRandomInt(grade / 50 + 1, grade / 25 + 1) // bonus int
        set bonus[8] = GetRandomInt(grade / 50 + 1, grade / 20 + 2) // attack level
        set bonus[9] = GetRandomInt(grade / 50 + 1, grade / 20 + 2) // defence level
        set bonus[10] = GetRandomInt(1, grade / 50 + 1) // critical chance
        set bonus[11] = GetRandomInt(1, grade / 33 + 3) // critical damage
        set bonus[12] = GetRandomInt(1, grade / 30) // //shop discount
        set bonus[13] = GetRandomInt(grade / 25 + 1, grade / 15 + 2) // hp reg
        set bonus[14] = GetRandomInt(grade / 25 + 1, grade / 15 + 2) // mp reg
        set bonus[15] = GetRandomInt(grade / 2 + 1, grade +1) // accurancy bonus
        set bonus[16] = GetRandomInt(grade / 3 + 1, grade +1) // evasion bonus

        set maxindex = 16
    endif
    loop
        exitwhen i > amount

        set rnd = GetRandomInt(0, maxindex)
        set rc = GetRandomReal(0,99)
        loop
        exitwhen c[rnd] > rc
          set rnd = GetRandomInt(0, maxindex)
          set rc = GetRandomReal(0,99)
        endloop
        if index[rnd] == 8 then
            if (LoadInteger(udg_CItem_Table, id, 8) + bonus[rnd]) < 0 then
                set bonus[rnd] = 0
            else
                call SaveInteger(udg_CItem_Table, id, 72, bonus[rnd])
                call SaveInteger(udg_CItem_Table, id, 8, LoadInteger(udg_CItem_Table, id, 8) + bonus[rnd])
            endif
        elseif index[rnd] == 67 then
            call SaveInteger(udg_CItem_Table, id, 67, bonus[rnd])
            call SaveReal(udg_CItem_Table, id, 15, LoadReal(udg_CItem_Table, id, 15) + bonus[rnd])
            call SaveReal(udg_CItem_Table, id, 14, LoadReal(udg_CItem_Table, id, 14) + bonus[rnd])
        elseif index[rnd] == 68 then
            call SaveInteger(udg_CItem_Table, id, 68, bonus[rnd])
            set index[rnd] = 20
        endif
        
        if index[rnd] != 8 and index[rnd] != 67 then
            call SaveInteger(udg_CItem_Table, id, index[rnd], LoadInteger(udg_CItem_Table, id, index[rnd]) + bonus[rnd])
        endif
        set i = i + 1
    endloop

endfunction

usage

JASS:
call AddRandomBonus (GetHandleId(udg_Item), GetHeroLevel(udg_Hero), 3, 5)
//call AddRandomBonus (itemhandleid, level or grade, item type, random bonus amount)
 
Level 19
Joined
Aug 8, 2007
Messages
2,765
You should really cache all of the lists on init than call them in the if-then-else rather than setting them in the if-then-
 
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