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Advanced Triggery Item Puzzle

02-19-2004, 09:06 PM#1
Whitehorn
If anyone can shed some light onto how this item can be done, or just give some suggestions, I'd be very happy:

Demon Weapons, that, using triggers, gain (or steal) power as as it's wielder increases in levels. A weapon could, ultimately, take over or possess the bearer, or the demon could break free from its prison.

Equally, picking up a weapon, creates an invisible, unselectable demon unit that follows the bearer around, randomly attacking enemies. When he reaches a certain level, or number of kills, it could take physical form or become controllable.
02-19-2004, 09:31 PM#2
Shimrra
Try running a check, Hero picks up item; item equal to demon weapons to detect the when the Hero picks them up. Create different levels of the item and replace them as the Hero levels up. For level detecting, you could say if level of Hero is equal to, let's say, 10, then remove item demon weapons and give item demon weapons (level 10). As for the demon, just say:
Code:
Event: A unit gains a level
Condition: Unit level is equal to <Level>
Actions: Create one <Demon> at the position of <Hero>

You might want to set the Hero to a variable when he picks up the weapons.
02-19-2004, 11:16 PM#3
Whitehorn
Sounds good. I'll probably throw in a variable to check how many levels have been gained whilst wielding the sword (as the sword may also give an XP gain bonus). After x levels, it gets nasty.

And once the sword reaches y level, the demon breaks freee and does something interesting.
02-20-2004, 12:24 AM#4
Cubasis
Problem: The hero drops/trades out the item. The Item event API is horrible. Although for this, you're likely lucky, as the only removal event available for items seems to fit exactly for your need, as it senses ANY way you lose that item, wether you sell it, drop it, trade it, remove it with triggers...whatever. So you're lucky...

But others are unlucky due to the completeness of this one event....as there is no easy way to sense if f.ex. the hero "Drops" the item (nothing else), as then this trigger would run in every time you f.ex. trade it, or sumtin.

Cubasis
02-20-2004, 12:40 AM#5
Whitehorn
Heh, well, I'll see soon enough, I'm struggling to detach the sword once it is lost.
02-20-2004, 11:11 PM#6
Anitarf
Wow, so this explains why, when trying to make item combinations (like the green items in Diablo II), the whole thing just went to hell as items that should only get replaced got multiplied instead when dropped; because I used multiple events when one already covered everything...
02-21-2004, 12:05 AM#7
LegolasArcher
Give the unit a modified sphere ability. No messy special effect variables.
02-21-2004, 01:50 AM#8
weaaddar
Sphere is problamatic because you need to make a sphere for every single model you use.

DT4a does everything related to items, if you were looking for the easy way out.

And cubasis the ITEM API is not horrible its worse then that.