| 06-09-2003, 10:04 PM | #1 |
I'll let you people in on some sneak information on one of the features of DCM. Not only are there going to be lots of new items and monsters and heroes, but there is a unique item find system. Some will say it is like diablo II but it is fairly different. --ANY of this is subject to change before the release-- When you kill a monster of some kind (depending on the monster, let's say it's an Orge) When an ogre is killed, a number is randomized from 0-10. 0-Common 1-Regular Level 1 2-Regular Level 2 3-Less Common 4-Special 5-Rare 6-Unique 7-Godly 8-Nothing 9-Nothing 10-Nothing Each item level has a different item find rating, for example Common is 0-50, Regular level 1 is 10-125. Now similar to Diablo II each hero has an Item Find rating, similar to Magic Find in diablo II, but this is fairly simpler and does the same job. Now let's say the random number above is 1, now all the "Regular Level 1" items that are on this unit's item level are stored in a variable. Now another random number is generated and stored into an integer variable from 10-125 (Call it X). The game will now check your "item find" rating and compare it to this randomly generated number, if the number is equal to or greater than the random number X, another integer is randomized from 0-Z (Z being the amount of items in the item array for this monster) and Item[Z] is dropped to the ground. Only the killing player will get it's Item Find checked. Some items are specific to a monster, IE, you won't find dragon scales or something with an Ogre. But all Rare, Unique and Godley items are exactly the same throughout all the monsters. Now without giving out too much information, I'm going to say that there will be (all these values are approxomate) Amount of items Common - 200 Regular Level 1 - 175 Regular Level 2 - 150 Less Common - 125 Special - 125 Rare - 100 Unique - 75 Godley - 25 Give or take a few here and there, this should be the amount of items. Any feedback welcome. |
| 06-09-2003, 10:10 PM | #2 |
Id rather have an trigger so u can get the name of the thats in inventory or beeing used. Like u can with unit names. This thing is boring. |
| 06-09-2003, 10:27 PM | #3 |
What are you talking about? This is for when you kill a monster it calculates which item will drop, and your chances of getting something unique. |
| 06-09-2003, 10:32 PM | #4 |
I know im not stupid. I just say id rather have an get item name trigger than all this fancy stuff |
| 06-09-2003, 10:36 PM | #5 |
...What would this trigger you would rather have do? |
| 06-09-2003, 10:36 PM | #6 |
A system like that wouldn't work for that many items. And this implements an item find system, so the more item find rating you have, the higher your chances of getting something really good to trade with other people or play the RPG. This is the best way to implement this system. |
| 06-09-2003, 10:52 PM | #7 |
Im not talking about this new feature random item decide chance. I think its boring. Yes it would work. It would access the name field of the item just like u can the name of a unit. Its almost like getnameofunit trigger. It has nothing to do with the amount of items. U can have an algorithm sort an array there are many very fast algoritms on this low amount of input data. |
| 06-09-2003, 11:12 PM | #8 |
hey fyre, a while ago, u said that u will have a pass to get into ur thing on bnet, and the pass might be 100 chars long... is this still true? |
| 06-09-2003, 11:40 PM | #9 | |
Targash, you don't understand, there is nothing to input. Say a variable ITEM is an arrayed item variable Item[0] is a healing potion Item[1] is a mana potion Item[2] is a tp scroll Now when you kill a monster everything is randomized very quickly and the item is dropped instantly, depending on your item find rate. Why would you bother to convert a string to an item name and then drop it? That has nothing to do with this system and that is extremely boring. SKYLINE: Not sure yet, lots of the information is to store quests and other thigns only needed for the RPG, if we only make the RPG single player then we can cut the amount of characters in half or more, and using my encryption algorith it could be very simply less than 20 characters. EDIT: Quote:
What the hell did you just say? |
| 06-09-2003, 11:44 PM | #10 |
woo, good. id hate to type in 100 letters |
| 06-10-2003, 12:43 AM | #11 | |
Quote:
um if you did singleplayer you can use the game cache then. and no passwords at all... |
| 06-10-2003, 02:47 AM | #12 |
Yeah I know Dakan, but there has to be some multiplayer aspect aswell. Which was the basis of the mod. |
| 06-10-2003, 06:02 AM | #13 |
Oops i thought this was for the new FT editor. Nevermind what i said. I was to tired. |
| 06-10-2003, 06:48 PM | #14 |
....Yeah that's why I put DCM's in the topic name. |
