help with trigger.

  • Thread starter Thread starter Evi1Be3
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Evi1Be3

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hey guys im making an RPG. But i kinda need help with the following.

1) how to make a unit drop certain item with a drop rate.
exmaple: Phoenix: drops: feather, flame heart, golden feather, enternal powder. Say that a feather has a drop rate of 75% and a golden feather 5%. How would i make it so that when you kill a pheonix the chance of you getting a golden feather is 5/100.

2) also how do i make it so that when my hero picks up an item, and if the inventory of the hero is full the item will be placed on another unit with an inventory.

Emaple: Hero's inventory is full. You pick an item. The item is then placed on another unit that has an empty inventory slot. Kinda like pokemon. WHen u catch a pokemon and if you have 6 pokemon with u the pokemon will be sent to the pc.

thanks in advance
 
1) Make an Integer Variable. And use a Random Sequnce.

2) Maybe just have another unit follow him around, and just get that Unit to pick stuff up. Theres also a Mod type thing which makes it so that you can scroll down the inventory.

Sorry it was so short, I have to go.
-Husky
 
Evi1Be3 said:
hey guys im making an RPG. But i kinda need help with the following.

1) how to make a unit drop certain item with a drop rate.
exmaple: Phoenix: drops: feather, flame heart, golden feather, enternal powder. Say that a feather has a drop rate of 75% and a golden feather 5%. How would i make it so that when you kill a pheonix the chance of you getting a golden feather is 5/100.

2) also how do i make it so that when my hero picks up an item, and if the inventory of the hero is full the item will be placed on another unit with an inventory.

Emaple: Hero's inventory is full. You pick an item. The item is then placed on another unit that has an empty inventory slot. Kinda like pokemon. WHen u catch a pokemon and if you have 6 pokemon with u the pokemon will be sent to the pc.

thanks in advance

1)Well this could be made by triggers or not but i think easiest way is without trigger.. though then you have to make it to all your lets say Footman units.. Well to not make it with triggers:
1.Create a unit.
2.Select the select brush(space)
3. Double click the unit
4.Select items dropped
5.Select Use custom item table ( or you could make one before and just set that item table to all the footmen )
6. Create new item set
7. In that set create items and select their dropping chance
 
To give a unit an item table, this is an easy way for me anyways. Click on 1 of the units and press 'ctrl + shift + ~' that selects all unit of that type, now you have an option.

A: Make an item table that they can all use
B: Make them each have the same custom item table

I reccomend A, You go to Items Dropped > Use item from item table > make your table and assign that table to all units who will use it. To edit the chance, when picking the item there is a value field on the top, its the %. Just change that and it will automatically fix itself if it goes over 100% or something.


For the second thing, you could try a trigger like:
(Need boolean variable - InventoryFull)

Code:
E: Unit is ordered targeting an object
C: (Target item of issued order) Not equal to No item <So that it targeted an item, may be a better way?>
A: For each integer 1-6 do actions - 
-If (Item carried by (Ordered unit) in slot (Integer A)) Equal to No item then do Set <InventoryFull> = False else do do nothing
-If/Then/Else (Multi-Function)
--If <InventoryFull> equal to True
--Then do Unit - Order <Ordered unit> to Right-Click to <Item - Position of (Target item of ability being cast)>
--Then do Wait for condition [Boolean - Region contains unit : <Convert region to point with size, Position of target item of issued order with size 300,300> equal to True] checking every .5 seconds
--Then do Hero - Give <Target item of issued order> to <BACKPACK/Animal>
--else do do nothing

God that was long, im sure something wrong... Give it a try :)
 
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