Antares
Spell Reviewer
- Joined
- Dec 13, 2009
- Messages
- 982
That's not true. A user would have to still do a lot of editing of your functions to make your system work in the way he or she wants to and you give no directions as to what has to be edited where. You need to clearly indicate the parts of your triggers that should be customized, which parts are not to be touched, and which parts are just part of your test map.- Open World Editor - File - Preferences... - General Tab - Tick the Automatically create unknown variables while pasting trigger data
- Copy the 3 trigger need for the system to run
- YOU'RE DONE !
The way you're handling the random item roll is unnecessarily complicated and restrictive. You can simply do
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(Random percentage) Less than or equal to percentChance
You can set up a trigger array during map initialization and them call the correct trigger for the creep level with
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Trigger - Run itemSetupTriggers[(Level of (Triggering unit))] (ignoring conditions)
You're removing the dying unit from the game, which I don't know why.
You're leaking a location every time a unit dies. Read here on how to remove memory leaks.
Even with all of this fixed, your system is quite restrictive, for example not allowing for "choose one out of N" item drops, and there are just better, similar systems available. Because of that, I'll put it to lacking. While I don't want to discourage you, the World Editor Help Forum might be the better section to get feedback on your triggers and improve.
Lacking