Hi there.
Basically, I'm bad at coding. I'm currently working on an xp/gold/lumber gaining "creature strength" system. Since I want to use a respawning system, I cannot use the normal item tables system, so I'm working in triggers.
Basically I want to make stronger creeps drop better items. So I've made this.
What I had imagened was, that the first counter should count levels by kills up to 15, then another counter should get 1 value, and then this second counter should trigger that the xp, lumber, gold and stats should drop for each count and then count down again. When I tested this I just realized my epic failure. I went out, killing a level 3 dragonkin and then my computer went overloading a bit and after a minute, a screen full with items appeared.
Just one question to you: How does the "for each" functions work?
--Edit--
Fixed drop system. Read #7
Basically, I'm bad at coding. I'm currently working on an xp/gold/lumber gaining "creature strength" system. Since I want to use a respawning system, I cannot use the normal item tables system, so I'm working in triggers.
Basically I want to make stronger creeps drop better items. So I've made this.
What I had imagened was, that the first counter should count levels by kills up to 15, then another counter should get 1 value, and then this second counter should trigger that the xp, lumber, gold and stats should drop for each count and then count down again. When I tested this I just realized my epic failure. I went out, killing a level 3 dragonkin and then my computer went overloading a bit and after a minute, a screen full with items appeared.
Just one question to you: How does the "for each" functions work?
--Edit--
Fixed drop system. Read #7