- Joined
- Jan 14, 2005
- Messages
- 73
So ORPG Map. I basically Want creatures to drop Items Based off thier level (Creatures Level)
So if the Creep is level 1 then I want it too randomly Drop a level 1 Item. Now I have 3 Tier sets of items, Common/Magic/Unique I have a trigger that Randomly Drops a Common/Magic/Unique (using an Ok rarity System (Im not sure of the Exact % chances to drop Items but its Pretty Rare something around 1% for a common .1% for Magic .01% for unique + 1% per Monster Level).
However I am just now Realizing that I Need to make it so the Items dropped are not Totally Overpowered For the Creature Dropping it.
So lets say you kill a level 1 wolf, The Wolf Drops a Common Super Over Powered Item that was Intended to drop from a level 50 Creature.
Im just not sure How to Get an Items level From the Item-Type. Or any other solution to my problem.
I dont care how much work it is too setup as long as its Not Laggy, And it works
heres My Drop Trigger (It already Gets Creep Level)
Theres 3 of these one for Common,Magic, and Unique.
So if the Creep is level 1 then I want it too randomly Drop a level 1 Item. Now I have 3 Tier sets of items, Common/Magic/Unique I have a trigger that Randomly Drops a Common/Magic/Unique (using an Ok rarity System (Im not sure of the Exact % chances to drop Items but its Pretty Rare something around 1% for a common .1% for Magic .01% for unique + 1% per Monster Level).
However I am just now Realizing that I Need to make it so the Items dropped are not Totally Overpowered For the Creature Dropping it.
So lets say you kill a level 1 wolf, The Wolf Drops a Common Super Over Powered Item that was Intended to drop from a level 50 Creature.
Im just not sure How to Get an Items level From the Item-Type. Or any other solution to my problem.
I dont care how much work it is too setup as long as its Not Laggy, And it works
heres My Drop Trigger (It already Gets Creep Level)
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Creep Item Drop
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Events
- Unit - A unit owned by Neutral Hostile Dies
- Conditions
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Actions
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Set RandomNumberItemDrop = (Random integer number between 1 and 100)
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Do Multiple ActionsFor each (Integer A) from 1 to (eou_NumberOfCreepTypes x 4), do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Triggering unit)) Equal to (==) Creature_UnitTypes[(Integer A)]
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Then - Actions
- Set RandomNumberItemDrop = (Integer_CreatureMagicFind[(Integer A)] + RandomNumberItemDrop)
- Set Integer_ItemMaxLevelDrop = (Integer A)
- Else - Actions
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Do Multiple ActionsFor each (Integer A) from 1 to (eou_NumberOfCreepTypes x 4), do (Actions)
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Set Temp_Point = (Position of (Triggering unit))
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- RandomNumberItemDrop Greater than or equal to (>=) 100
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Then - Actions
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Set RandomNumberItemDrop = (RandomNumberItemDrop + (Random integer number between 1 and 100))
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- RandomNumberItemDrop Greater than or equal to (>=) 200
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Then - Actions
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Set RandomNumberItemDrop = (RandomNumberItemDrop + (Random integer number between 1 and 100))
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- RandomNumberItemDrop Greater than or equal to (>=) 300
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Then - Actions
- -------- Drop Unique Item --------
- Item - Create ItemDrop_Unique[(Random integer number between 1 and eou_ItemDropUniqueArraySize)] at Temp_Point
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Else - Actions
- -------- Drop Magic Item --------
- Item - Create ItemDrop_Magic[(Random integer number between 1 and eou_ItemDropMagicArraySize)] at Temp_Point
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Set RandomNumberItemDrop = (RandomNumberItemDrop + (Random integer number between 1 and 100))
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Else - Actions
- -------- Drop Common Item --------
- Item - Create ItemDrop_Common[(Random integer number between 1 and eou_ItemDropCommonArraySize)] at Temp_Point
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Set RandomNumberItemDrop = (RandomNumberItemDrop + (Random integer number between 1 and 100))
- Else - Actions
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Custom script: call RemoveLocation(udg_Temp_Point)
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Set RandomNumberItemDrop = (Random integer number between 1 and 100)
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Events
Theres 3 of these one for Common,Magic, and Unique.
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Set Variables Containing Common Items
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Events
- Time - Elapsed game time is 0.10 seconds
- Conditions
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Actions
- Set ItemDrop_Common[1] = Wooden Stick
- Set ItemDrop_Common[2] = Wooden Stick
- Set ItemDrop_Common[3] = Wooden Shield
- Set ItemDrop_Common[4] = Axe
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Events