// routine for shooting out little pieces of wood on damage object otree = OBJECT_SELF; void main() { object oPlayer = GetLastDamager(); // Let's do our roll of the dice here. int idiceroll = d4(); // this will be the random item number created int ichophit = d20(); // this is the roll to see if a player succeeds or not. // Gets the item used to kill tree that is in the RightHand (primary slot) object oWeaponOnPlayer = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPlayer); // Checks player's weapon to make sure it is the right tool. // In this case "ITEM_WOODAXE" which is the pre-made axe that // comes with the .erf used to chop wood. // // Then returns the results for whatever number was randomly // rolled on a 1d4. // // You need to replace the "TAG_OF_WOOD#" with the tag of the // items you want people to get when lumberjacking. if (GetTag(oWeaponOnPlayer) == "ITEM_WOODAXE") // checks for the correct tag { if (ichophit <= 5) // if the succeed roll is 10 or greater they get wood { if (idiceroll == 4) // short oak staves { CreateItemOnObject("ats_r_cash_n_sta", oPlayer, d6()+1); } else if (idiceroll == 3) // short oak staves { CreateItemOnObject("ats_r_cash_n_sta", oPlayer, d6()+1); } else if (idiceroll == 2) // long oak staves { CreateItemOnObject("ats_r_clsh_n_sta", oPlayer, d6()+1); } else if (idiceroll == 1) // long oak staves { CreateItemOnObject("ats_r_clsh_n_sta", oPlayer, d6()+1); } } } else { // Oops.. notify the player that they are missing their axe.. and they need to replace it. FloatingTextStringOnCreature("You must equip your WoodCutters Axe to get wood from trees.", oPlayer, FALSE); //return; } }