• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

Boss Loot System

Status
Not open for further replies.
Level 8
Joined
Feb 17, 2007
Messages
368
Can anyone give me an example or tell me how to create an item system like this: All items have a set specific drop rate, and 4 appear in a shop after a boss fight. After each new boss fight, the old 4 items get replaced with 4 new items, and the 4 old items never appear again.
 
Level 8
Joined
Feb 17, 2007
Messages
368
If the unit is in the game from the begining, you just change hte item drop percentages from the unit select thing in the editor...

No offence, but I hate when people are unspecific. :wink: What unit select thing? And yes, the unit (the shop) is in the game at the beginning, however, nothing is in the shop initially.

So yeah, I see how I could use the trigger overload described, I still dont see how to add a specific number of random items each with seperate drop percerntages. When the boss dies, you dont actually see the boss drop anything, all the items are automatically transferred to the shop.
 
Level 8
Joined
Feb 17, 2007
Messages
368
Well the boss isn't actually dropping the items, they're just appearing in the Boss Loot Shop. Each item has a specific chance of appearing in the shop, and after each new boss fight, the old amount of items get replaced with new items.
 
Last edited:
Status
Not open for further replies.
Top