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How would I make items drop randomly based on a model's IntValue value?

Asked by
Duksten 20
6 years ago
Edited 6 years ago

I want to make a feature where once a resource (like a tree or rock) is broken by a tool, a random amount of items will drop based on an IntValue in the resource model named "ResourceType".

visual example: https://prnt.sc/fzu357

In the image shown in the link, the value of ResourceType is set to "SmallTree", and so when the script in the tool detects what value it is, it will request a function from a module that will be for that specific name, determining what items and also the amount of it that will be dropped.

So in the case of the value "SmallTree", the script it will call for a function in the module that has the exact name as the value in the function name.

The problem is, I dont know where to go from there, I know I want the amount of items that are dropped to be random, but I'm stuck on that part too.

Heres the script in the tool. I was originally only going to post on the part of the code that I need help with, but I've decided that posting only part of the code leaves some important defined functions and variables out, which might confuse you guys. The --??? marks where I am currently stuck at.

--<Variables>--

local Tool = script.Parent
local character = script.Parent.Parent.Parent.Character
local meleeSettings = require(game.ServerScriptService.Modules.ToolModules.ToolSettings)
local damage = meleeSettings[Tool.Name.."Damage"]
local animationCoolDown = meleeSettings[Tool.Name.."AnimationCoolDown"]
local damageCoolDown = meleeSettings[Tool.Name.."DamageCoolDown"]
local swinging = false
local canSwing = true
local animations = require(game.ServerScriptService.Modules.ToolModules.ToolAnimations)
local sounds = require(game.ServerScriptService.Modules.ToolModules.ToolSounds)
local canDamage = true
local canFunction = true

--<Functions>--

function animationHandler()--Loads the animations
    local anim = Tool.Animations
    anim.Animation1.AnimationId = animations[Tool.Name.."Swing1"]
end

function soundHandler()--Loads the sounds
    local sound = Tool.Handle.Sounds
    sound.FleshHit.SoundId = sounds[Tool.Name.."FleshHit"]
    sound.Hit.SoundId = sounds[Tool.Name.."Hit"]
    sound.Swing.SoundId = sounds[Tool.Name.."Swing"]
end

function effects()--Puts the animation and sound together
    animationHandler()
    soundHandler()
end

function meleeActions()
    if not canSwing then return end
    canSwing = false
    effects()
    local character = Tool.Parent
    local humanoid = character.Humanoid
    local animation = humanoid:LoadAnimation(Tool.Animations.Animation1)
    animation:Play(0.4,1,1)
    wait(0.3)
    animation:AdjustSpeed(0)
    wait(0.2)
    animation:AdjustSpeed(2)
    Tool.Handle.Sounds.Swing:Play()
    swinging = true
    wait(animationCoolDown)
    swinging = false
    wait(animationCoolDown)
    canSwing = true
end

----------------------------------------------------------------

Tool.Activated:connect(function()
    meleeActions()
end)

Tool.Handle.Touched:connect(function(hit)
    if not swinging then return end
    if canDamage == false or canFunction == false then return end

    --<Hit Functions>--
    local function damager()

        canDamage = false
        if hit and hit.Parent:FindFirstChild("Humanoid") then

            local player = game.Players:GetPlayerFromCharacter(hit.Parent)
            local user = game.Players:GetPlayerFromCharacter(Tool.Parent)

            if not player then

                hit.Parent.Humanoid:TakeDamage(damage)

            end
            if player then
                if player.TeamColor == user.TeamColor then

                    hit.Parent.Humanoid:TakeDamage(0)

                else

                    hit.Parent.Humanoid:TakeDamage(damage)

                end
            end
        end
        Tool.Handle.Sounds.FleshHit:Play()
        wait(damageCoolDown)
        canDamage = true
    end

    local function functioner()
        canFunction = false
        local ToolType = Tool.ToolType
        local ToolTypeNeeded = hit.Parent.ResourceManagement:FindFirstChild("ToolTypeNeeded")
        if ToolTypeNeeded.Value == ToolType.Value then
            local resourceHealth = hit.Parent.ResourceManagement:FindFirstChild("ResourceHealth")
            if resourceHealth.Value >= 1 then
                resourceHealth.Value = resourceHealth.Value - damage
                Tool.Handle.Sounds.Hit:Play()
                local function dropResources()
                    if resourceHealth.Value <= 0 then
                        local resourceType = hit.Parent.ResourceManagement.ResourceType.Value
                        local resourceModule = require(game.ServerScriptService.Modules.ResourceModules.ResourceDropModule)
                        resourceModule.resourceType()
                        --???
                    end
                end
            end
        end
        wait(damageCoolDown)
        canFunction = true
    end
----------------------------------------------------------------    

    if hit and hit.Parent:FindFirstChild("Humanoid") then

        damager()

    elseif hit and hit.Parent:FindFirstChild("ResourceManagement") then

        functioner()

    end

end)

and here is the module script:

local drops = {}

function drops.SmallTree()
    local wood = game.ServerStorage.ResourceDrops.Wood
    local sapling1 = game.ServerStorage.ResourceDrops.Sapling1
    local woodDrop = wood:Clone()
    local saplingDrop = sapling1:Clone()
end


return drops

I am mostly stuck on the module script though, I'm not really sure what stuff will be better off on the module and what stuff will be better off in the script.

Sorry if this stuff is a bit much for you guys, but any help or suggestions will be gladly appreciated.

1 answer

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Answered by 6 years ago

Alright, your code mainly seems to be fine.

I would recommend your tool's code to be in a LocalScript, and have it communicate with a normal script via a RemoteFunction/Event, where it will do things from there.. but that may be a bit too complicated for the moment, and is not your question.


Here's how you can make random drops:

-->> First, put everything into an array
local Drops = {Sapling1,Sapling2,Wood1,Wood2} -->> The contents of this array are examples

-->> Loop through X times
for Iteration = 1,NumberOfDrops do
    -->> Select a value in the array at random
    local RandomDropIndex = math.random(1,#Drops) -->> Gets the location of a random drop
    local RandomDrop = Drops[RandomDropIndex] -->> Indexes a value with the location from above
    -->> Do stuff with what was selected
    local Dropped = RandomDrop:Clone()
    Dropped.Parent = game.Workspace
end

So, you could turn that into a function in your ModuleScript.


I also noticed that you didn't index the function in the ModuleScript correctly in your tool script - if you're using a variable, you will need to use [variable] instead of .variable.

Module[ResourceType]()

Hope I helped!

~TDP

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Thanks, btw is there a way to locate the drops to the position of the resource? Duksten 20 — 6y
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