ok, I finished doing some tests with the random appearing items using tables or not:
Here I pasted some code from my tests, as reference:
Code: Select all
<ItemTable UNID="&trTM7Ammo;"> <!--General table for the Taikon TM multitarget cannon (not anymore TM7) -->
<Table>
<Item chance="25" count="4" item="&itTM3Warhead;" />
<Item chance="25" count="4" item="&itTM7Warhead;" />
<Item chance="25" count="4" item="&itTM10Warhead;" />
<Item chance="25" count="4" item="&itTMFWarhead;" />
</Table>
</ItemTable>
<Items>
<Lookup count="3" table="&trTM7Ammo;"/>
<Item count="1" item="&itTMFWarhead;"/>
</Items>
The lookup tag will create a number of items from the table (in this case 4 missiles), and the table will be called 3 times (count="3")
objAddRandomItems works in the same way:
Code: Select all
(objAddRandomItems gSource &trTM7Ammo; 3)
This line of code will call 3 times the table and create 4 missiles each time.
The item tag instead will create the number of items stated in the count variable, overriding the numberAppearing (as probably everybody know, of course)
I still don't know when the numberAppearing= "10d20" is used/called.