hi, friends, could you help me obout scripting?
1) ON DEATH: I would like the creaure killed create ONE RANDOLY OF A SPECEFIC ITEM (funcion “&&” to create)
void main()
{
object oPC = GetLastKiller();
object oTarget;
object oSpawn;
location lTarget;
oTarget = OBJECT_SELF;
lTarget = GetLocation(oTarget);
(oSpawn = CreateObject(OBJECT_TYPE_PLACEABLE, “goldpile”, lTarget))&&
(oSpawn = CreateObject(OBJECT_TYPE_PLACEABLE, “scroll”, lTarget)&&
(oSpawn = CreateObject(OBJECT_TYPE_ITEM, “pocion”, lTarget));
}
2) I have many scipts like this, with a floating text
void main()
{
object oPC = GetLastKiller();
while (GetIsObjectValid(GetMaster(oPC)))
{
oPC=GetMaster(oPC);
}
if (!GetIsPC(oPC)) return;
FloatingTextStringOnCreature(“Ya quedan menos”, oPC);
}
Could i have this scipts on one? I dont care if its talken randomly or continued
Thaaaanks 
Potentially, there are solutions which work for both problems.
You need a list, from which you choose sequentially or randomly, as you prefer.
Perhaps the simplest way to make a list is SetLocalArrayString. Whether it’s a list of treasure item resrefs or floating text strings, assign the values to elements 1, 2, 3… of a string array.
Store the number of elements somewhere - SetLocalInt on the module, for example.
To retrieve values sequentially, store the value of the next available element (initially 1) in another local int. Update by 1 every time you use a string.
To pick a random element, choose string array number (Random(n)+1) where n is the number of elements. (The +1 is because Random returns a value between 0 and n-1).
Refinements are possible if you don’t want random elements to repeat, or if you want to start again once all the elements have been exhausted.
Another way to make a list is a custom 2da file, which you can make in a text editor, then read with Get2daString.
1 Like
Thanks, guy…but
lool?
No idea you are talking about, i just use cuy© Aurora toolset,

It is a standar script to be used on thousands of creaures…
There is no way that script number one would compile let alone run. The following is what I think you were trying for. It combines both script one and two into a single script to go into the creatures OnDeath event.
void main()
{
object oSpawn;
object oPC = GetLastKiller();
int iRandomLoot = d3();
while(GetIsObjectValid(GetMaster(oPC)))
{
oPC = GetMaster(oPC);
}
if(GetIsPC(oPC))
{
switch(iRandomLoot) // give random loot
{
case 1:
oSpawn = CreateItemOnObject("goldpile", OBJECT_SELF, 1);
break;
case 2:
oSpawn = CreateItemOnObject("scroll", OBJECT_SELF, 1);
break;
case 3:
oSpawn = CreateItemOnObject("potion", OBJECT_SELF, 1);
break;
}
FloatingTextStringOnCreature("Ya quedan menos", oPC);
}
}
Note there is no error checking whatsoever. Also, in future you need to put any code you post on here between [code]
and [/code]
otherwise people trying to help will get errors from it when they copy it.
TR
1 Like
Thanks you very,very much, it is just i was looking for.

In the fact, it was two independents questions, - one for treasure* other for floating text - lool…y expreded bad, but it s better i wanted…lool!
