| 02-07-2004, 09:02 PM | #1 |
If you want a great itme drop system, here it is. function Trig_Item_Drop_Conditions takes nothing returns boolean if ( not ( GetOwningPlayer(GetTriggerUnit()) == Player(PLAYER_NEUTRAL_AGGRESSIVE) ) ) then return false endif if ( not ( GetRandomInt(1, 4) == 1 ) ) then return false endif return true endfunction function Trig_Item_Drop_Actions takes nothing returns nothing call TriggerSleepAction( 1.00 ) call CreateItemLoc( ChooseRandomItemBJ(GetUnitLevel(GetTriggerUnit())), GetUnitLoc(GetTriggerUnit()) ) endfunction //=========================================================================== function InitTrig_Item_Drop takes nothing returns nothing set gg_trg_Item_Drop = CreateTrigger( ) call TriggerRegisterAnyUnitEventBJ( gg_trg_Item_Drop, EVENT_PLAYER_UNIT_DEATH ) call TriggerAddCondition( gg_trg_Item_Drop, Condition( function Trig_Item_Drop_Conditions ) ) call TriggerAddAction( gg_trg_Item_Drop, function Trig_Item_Drop_Actions ) endfunction What this does is give a 25% chance to drop a item the level of the dying unit. |
| 02-08-2004, 09:51 PM | #2 |
IT is not really impressive, has a lot of memory leaks and there is no real reason to make it JASS, also dropping items from spawned units was difficult before blizzard gave us the GetUnitLevel function, now it is too easy |
