| 07-11-2004, 09:31 AM | #1 |
To be more specific.. I want items to drop when trees are killed, but not all the time. Say i have a region and i want random trees in that region to drop items....Umm yeh i think you ppl can understand that. I'll say it again summerised. A peasant chops down a tree, i want a CHANCE that say a level 3 item will drop at the tree that died. (Trees in regions) Oh btw if its possible to make every tree on the map do it in one trigger that would be helpful because atm it says it only counts 64 of the doodads so i have to put lots of regions. |
| 07-11-2004, 10:13 AM | #2 |
Actually.. choose the Destructible - Destructible within rect dies. Change the rect to Entire Map. You won't need a lot of regions. Here is a basic trigger: Code:
Tree
Events
Destructible - A destructible within (Entire map) dies
Conditions
(Destructible-type of (Dying destructible)) Equal to Felwood Canopy Tree
Actions
Set TreeChance = (Random real number between 1.00 and 10.00)
If (TreeChance Equal to 1.00) then do (Item - Create Tome of Experience at (Position of (Dying destructible))) else do (Do nothing)This will give a 10% chance to drop a tome of experience when a Felwood Canopy Tree is destroyed. You can use something along these lines for your trigger.. hope it helps. |
| 07-11-2004, 11:06 AM | #3 |
I don't think that would work because it says that only the first 64 doodads are actually used in the region in that event... and i think that goes for the map aswell? (There are lkike 3000 trees and im prettty sure thats more than 64) |
| 07-11-2004, 01:57 PM | #4 |
Ok, here's an idea. Create an invisible flying unit in the object editor. then, whenever a destructible dies, create this unit at the position of the destructible, check if your unit is in your region (this region is now no longer bound by the 64 destructible limit), and if it is, use the chance-actions to determine if you will create an item. Don't forget to remove the last created unit. |
