I'm working on a RPG project with randomized loot, very similar to Borderlands or Diablo.
For each weapon/item that drops, I want to run through a trigger that determines random stats of that item.
I'm here asking for advice about the best way to do this. I don't want to have to create hundreds of different items/weapons/effects in the Data Editor, if possible.
Each item can only apply one behaviour to the unit.
You would have to give each item on spawning a banked id number that has a value based on what rolled as well as a unique identifier. This item then when in the inventory gives the desired behaviours to the unit via triggers based on the id values.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Since each item will have its own unique tooltip and damage, I'm trying to figure out a way to do this without needing to create hundreds of different items/weapons in the Data Editor.
Sorry for the double post, but maybe I should clarify what I'm really after.
Is it possible to dynamically alter the tooltip of one Button for an item, without changing all of the others? For example:
Rifle A drops, and through my trigger, it rolls a stat that gives +10% critical hit chance. A second Rifle also drops, but rolls a weaker stat that gives +5% critical hit chance. However, they share the same base item and button.
Is it possible to dynamically change the tooltip of Rifle A so that it reads "+10% critical hit chance" without changing the tooltip of Rifle B? Like giving each Item that drops a Unique ID for its button?
Edit:
Or perhaps, is it possible to use Dialogs and disable Button tooltips for items in the inventory?
Or perhaps, is it possible to use Dialogs and disable Button tooltips for items in the inventory?
TBH the only way I found to do it was create my own item system entirely. Mine is much like what you want but its not random, its crafted. The new user type in the data editor can help you with what you need.
TBH the only way I found to do it was create my own item system entirely. Mine is much like what you want but its not random, its crafted. The new user type in the data editor can help you with what you need.
Could you give me an example, or maybe a link to a tutorial about how you create custom items with User Types? This sounds very intriguing.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'm working on a RPG project with randomized loot, very similar to Borderlands or Diablo.
For each weapon/item that drops, I want to run through a trigger that determines random stats of that item.
I'm here asking for advice about the best way to do this. I don't want to have to create hundreds of different items/weapons/effects in the Data Editor, if possible.
Any ideas or input? Thanks in advance!
Each item can only apply one behaviour to the unit.
You would have to give each item on spawning a banked id number that has a value based on what rolled as well as a unique identifier. This item then when in the inventory gives the desired behaviours to the unit via triggers based on the id values.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Since each item will have its own unique tooltip and damage, I'm trying to figure out a way to do this without needing to create hundreds of different items/weapons in the Data Editor.
Sorry for the double post, but maybe I should clarify what I'm really after.
Is it possible to dynamically alter the tooltip of one Button for an item, without changing all of the others? For example:
Rifle A drops, and through my trigger, it rolls a stat that gives +10% critical hit chance. A second Rifle also drops, but rolls a weaker stat that gives +5% critical hit chance. However, they share the same base item and button.
Is it possible to dynamically change the tooltip of Rifle A so that it reads "+10% critical hit chance" without changing the tooltip of Rifle B? Like giving each Item that drops a Unique ID for its button?
Edit:
Or perhaps, is it possible to use Dialogs and disable Button tooltips for items in the inventory?
TBH the only way I found to do it was create my own item system entirely. Mine is much like what you want but its not random, its crafted. The new user type in the data editor can help you with what you need.
Could you give me an example, or maybe a link to a tutorial about how you create custom items with User Types? This sounds very intriguing.