There is one base object, but I gave them each unique Reference EditorIDs. When using the GetSelf function on an item that has a Reference Editor ID, it returns the Reference Editor ID instead of the object's base reference ID. So I'll note that when I use the GetSelf.disable, it will only disable that one item. Just for the sake of pointing it out, I have already tested it. Anyhow, basically there are a combination of about 6 scripts and they work like this. When the player attacks the ground with a shovel, a dirt pile appears. If they place a tree seed in the dirt pile, then wait 1 game day, a tree will appear. The trees are set up like activators, so that if the player clicks on them, they can move them on the X, Y, or Z axis. If the player attacks a tree with a woodaxe, they will gain wood. ::this is where this particular script starts:: I need the trees to randomly be replaced with tree stumps as the tree is being attacked. So let TargetRef == whichever tree is being interacted with, and let NewObject == one of ten tree stumps that will replace said tree. The script MUST be placed on the tree or I won't be able to use the GetSelf function to register which tree is being interacted with. Furthermore, I'd prefer to use a GameMode block. I've considered using an OnMagicEffectHit on the tree, then placing a scripted enchantment on the woodaxe, but I'm not sure it would work. I hope that gives more information as to what I'm trying to accomplish and how I'm trying to accomplish it. Thanks for reading, thanks for helping.
Update: I've tried using the OnMagicEffectHit on the tree and it only worked if I used the effect as a spell.
Is it possible to set up a variable in one script and then read it with another? If so, I can use an on add block on the wood that is added as the player is attacking and "set Mode to 1", then with a GameMode block on the tree "if (mode == 1)".