- Joined
- Apr 1, 2009
- Messages
- 201
I have not tested this yet I just needed some feedback on what needs to be changed and if the drop percentages are correct. I've tested a similar system and it works fine. But you kill a certain unit and they have a chance to drop certain items. Example is footman, 1% of crown of kings, 25% of claws of attack, 75% chance nothing. Just be warned I am terrible at math and this is just an example that I will build off of. I hope this is in the right section also. (There can also be half values like 25.5% or 1.3%)
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Example
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Events
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Unit - A unit Dies
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Conditions
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(Unit-type of (Triggering unit)) Equal to Footman
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Actions
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Set DyingUnit = (Position of (Triggering unit))
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Set DropNumber = (Random real number between 0.00 and 100.00)
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-------- ------ --------
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-------- 1% Chance --------
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-------- ------ --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DropNumber Greater than 0.00
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DropNumber Less than or equal to 1.00
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Then - Actions
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Item - Create Crown of Kings +5 at DyingUnit
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Custom script: call RemoveLocation(udg_DyingUnit)
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Else - Actions
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-------- ------ --------
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-------- 25% Chance --------
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-------- ------ --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DropNumber Greater than 1.00
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DropNumber Less than or equal to 25.00
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Then - Actions
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Item - Create Claws of Attack +15 at DyingUnit
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Custom script: call RemoveLocation(udg_DyingUnit)
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Else - Actions
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-------- ------ --------
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-------- 75% --------
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-------- ------ --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DropNumber Greater than 25.00
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DropNumber Less than or equal to 100.00
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Then - Actions
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Custom script: call RemoveLocation(udg_DyingUnit)
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Else - Actions
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