Norbingel's Forum Posts

  • Hi ghost, thanks for the reply!

    Wouldn't that function have the same problem of not having a loot table though? I mean, the loot should be different for each Monster type e.g. an Orc will not have the same loot as a goblin. It's my fault for not clarifying that. I hope this clarifies things a bit:

    Example:

    Possible Loot:

    1) Gold

    2) Dagger

    3) Boots

    4) Pelt

    5) Potion

    Thus Monster types like the orc and goblin can choose from any of the list but a Wolf Monster can't have daggers or potions. The chances for getting a particular item will also differ whereas my understanding is doing it through a function like you suggested will have similar results and I will end up with all Monsters being able to give all kinds of loot (such as a wolf giving a dagger) with the same chances regardless of monster type.

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  • Hi all! First post from a newbie here and really hoping you can help.

    I've tried doing this myself but don't seem to be making headway. I try to do as much as I can before bothering anyone else but this really has me stuck.

    I have 2 Families:

    1) Monsters

    2) Loot

    Goal:

    When a Monster dies, it creates Loot from a "loot table". Different Monsters will create different loot and some loot will be rarer than others.

    Of course, I could do it like this (in pseudo code):

    ON DEATH: Goblin

    IF Random = 1-10 ----> loot: gold (1-5)

              = 11-15 ----> loot: gold (5-10)

              = 16-17 -----> loot: dagger

              = 18 ----> loot: potion

    ON DEATH: Orc

    IF Random = 1-5 ----> loot: gold (5-10)

              = 6-10 ----> loot: sword

              = 11-15 -----> loot: armor

              = 16-20 ----> loot: shield

    But as you can see, with a lot of Monster and Loot types, the event list will get really long!