In my game I generated 30 random items at the start of the game using recursion, concatenation, channel-lookups, and properties. However, for each random item, there must be one property, since the channel-lookup method abuses properties and channels to essentially vlookup items and grant them. Since you need a property per item, is there a way to generate >128 random items in a list at the start of the game?
I’m asking this simply out of curiosity, since I’m preparing to make a item-generation guide.
At the start of the game, I want to generate 30 weapons. What I do is use double-loot tables to set a property to a channel name, and when a player knocks another player out, it broadcasts on the first property, which gives them a new weapon. However, although this method works perfectly fine, you’ll need one property per weapon. Is there a way for me to make an infinite cycle of weapons (or at least something unmanageable like 9999999 weapons to cycle through)?
You could use a repeater that updates a counter that updates a property and then inside of a trigger make it trigger everytime the repeater repeats a task. Make a block of code that is when triggered. Have the block code check if the property = whatever you’re looking for. So like this:
This should work but I could be wrong…
(This doesn’t answer your original question but it does answer your question about index property I think…)