Axe.killer
New Member
- Reaction score
- 24
A little system to contribute a little something, since you guys have contributed to my needs.
Declaring % system. Each integer variable array represents 2%. (50 x 2 = 100%) This makes things a little less harder. Anyway, you can do it up to 100 as well.
You can replace the unit is attacked with unit uses item or something of that sort. But for my archery map, when a unit has an item of type Beginner's Bow, then when the unit attacks, it has a chance to break. So lets proceed
The random integer is the heart of the breaking. Remember that every 1, represents 2%. So if we wanted a 6% chance to break, the random integer range would have to be greater than 47 - which is equivilant to (48 , 49, 50 ) 3 integers, = 3 possibilities. Since its divided by 2, (100 / 50) then we multiply 2. This would be equal to 6%. There you have it. If you wanted 4 %, the range would be greater than 48 which is = 49, 50. 2 integers times 2 = 4. So that's a 4% chance. Just remember that whatever the % you want for the item to break - it must be the number of possiblities (the greater than 47 thing, which would be 3 possibilities and so on, change to your liking.) multiplied by 2.
Declaring % system. Each integer variable array represents 2%. (50 x 2 = 100%) This makes things a little less harder. Anyway, you can do it up to 100 as well.
Code:
Start
Events
Map initialization
Conditions
Actions
Set arrows_2[1] = 1
Set arrows_2[2] = 2
Set arrows_2[3] = 3
Set arrows_2[4] = 4
Set arrows_2[5] = 5
Set arrows_2[6] = 6
Set arrows_2[7] = 7
Set arrows_2[8] = 8
Set arrows_2[9] = 9
Set arrows_2[10] = 10
Set arrows_2[11] = 11
Set arrows_2[12] = 12
Set arrows_2[13] = 13
Set arrows_2[14] = 14
Set arrows_2[15] = 15
Set arrows_2[16] = 16
Set arrows_2[17] = 17
Set arrows_2[18] = 18
Set arrows_2[19] = 19
Set arrows_2[20] = 20
Set arrows_2[21] = 21
Set arrows_2[22] = 22
Set arrows_2[23] = 23
Set arrows_2[24] = 24
Set arrows_2[25] = 25
Set arrows_2[26] = 26
Set arrows_2[27] = 27
Set arrows_2[28] = 28
Set arrows_2[29] = 29
Set arrows_2[30] = 30
Set arrows_2[31] = 31
Set arrows_2[32] = 32
Set arrows_2[33] = 33
Set arrows_2[34] = 34
Set arrows_2[35] = 35
Set arrows_2[36] = 36
Set arrows_2[37] = 37
Set arrows_2[38] = 38
Set arrows_2[39] = 39
Set arrows_2[40] = 40
Set arrows_2[41] = 41
Set arrows_2[42] = 42
Set arrows_2[43] = 43
Set arrows_2[44] = 44
Set arrows_2[45] = 45
Set arrows_2[46] = 46
Set arrows_2[47] = 47
Set arrows_2[48] = 48
Set arrows_2[49] = 49
Set arrows_2[50] = 50
You can replace the unit is attacked with unit uses item or something of that sort. But for my archery map, when a unit has an item of type Beginner's Bow, then when the unit attacks, it has a chance to break. So lets proceed
Code:
UnitAttackNormalBow
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has an item of type Wind Arrow(s)) Equal to True
((Attacking unit) has an item of type Beginner's Bow) Equal to True
(Unit-type of (Attacking unit)) Equal to Archer
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
arrows_2[(Random integer number between 1 and 50)] Greater than 47
Then - Actions
Item - Remove (Item carried by (Attacking unit) of type Beginner's Bow)
Hero - Create Broken Bow and give it to (Attacking unit)
Sound - Play EtherealHeavyHit3 <gen> at 100.00% volume, attached to (Attacking unit)
Game - Display to (All players) the text: |c00FF2158You just ...
Else - Actions
The random integer is the heart of the breaking. Remember that every 1, represents 2%. So if we wanted a 6% chance to break, the random integer range would have to be greater than 47 - which is equivilant to (48 , 49, 50 ) 3 integers, = 3 possibilities. Since its divided by 2, (100 / 50) then we multiply 2. This would be equal to 6%. There you have it. If you wanted 4 %, the range would be greater than 48 which is = 49, 50. 2 integers times 2 = 4. So that's a 4% chance. Just remember that whatever the % you want for the item to break - it must be the number of possiblities (the greater than 47 thing, which would be 3 possibilities and so on, change to your liking.) multiplied by 2.