Big Check

TheCrystal

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So, I have something similar to what Parasite has, an item that "morphs" you into a more powerful unit with special abilities, etc. If you've ever played Parasite, you'd know there is a bug that lets you be able to overwrite your default hero with one of the upgraded heroes. I'll try to example it.

You're hero A, you have two items which lets your morph into hero B and C.

"Hero A" activates "Hero B" (Morphs), "Hero B" activates "Hero C" (Morphs). So now, there are TWO morphs in place.
"Hero C" drops "Hero B". He then drops "Hero C", so now the morph deactivates into "Hero B", but "Hero B"'s item is no longer there so it is now the default unit, giving an extra slot. The player can pick up the "Hero B" and drop it to become "Hero A" again if he wishes.

If you don't understand, say so. If you do and someone asks, please tell them what I mean. I don't think I can explain it any better.


So, I've been trying to stop that little event from happening by having a check that checks if the "Hero B" has the "Hero B Item", if he doesn't it'll replace, or give and drop then remove a "Hero B Item".
To do this I made two triggers and four variables, each one is seen but I have a check missing and I can't figure out what it is. Here's the Init Trigger.

Code:
Item Stack Debug Init
    Events
        Time - Elapsed game time is 2.00 seconds
    Conditions
    Actions
        Set ZZ_ItemDebugHERO[1] =   (SWAT)
        Set ZZ_ItemDebugITEMTYPE[1] = SWAT Suit
        Set ZZ_ItemDebugHERO[2] =   (Street Cop)
        Set ZZ_ItemDebugITEMTYPE[2] = Pistol
        Set ZZ_ItemStackNumberOfSuitsINT = 2
(I know its not Init, but it doesn't cause problems because of the Game Set Up)
The 1s are the same Item and Unit, the Item[1] morphs into the Unit[1].

Here's the check itself, it gets all the way to the Replace of the unit but I need another check I just can't figure out.

Code:
Item Stack Debug
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
         Do Multiple ActionsFor each (Integer A) from 1 to 8, do (Actions)
            Loop - Actions
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (PlayersDefaultUnit[(Integer A)] is alive) Equal to (==) True
                    Then - Actions
                         Do Multiple ActionsFor each (Integer TempInteger) from 1 to ZZ_ItemStackNumberOfSuitsINT, do (Actions)
                            Loop - Actions
                                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Unit-type of PlayersDefaultUnit[(Integer A)]) Equal to (==) ZZ_ItemDebugHERO[TempInteger]
                                    Then - Actions
                                         Do Multiple ActionsFor each (Integer B) from 1 to 6, do (Actions)
                                            Loop - Actions
                                                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                    If - Conditions
                                                        (Item-type of (Item carried by PlayersDefaultUnit[(Integer A)] in slot (Integer B))) Equal to (==) ZZ_ItemDebugITEMTYPE[TempInteger]
                                                    Then - Actions
                                                        Game - Display to (All players) the text: Replace
                                                        Unit - Replace PlayersDefaultUnit[(Integer A)] with a   (Male) (Hero) using The old unit's relative life and mana
                                                        Set PlayersDefaultUnit[(Integer A)] = (Last replaced unit)
                                                        Set ZZ_BooleanHasIt[TempInteger] = True
                                                    Else - Actions
                                                        Game - Display to (All players) the text: Slot Check
                                    Else - Actions
                    Else - Actions
The Boolean I added to the beta version of the trigger, so I kept it in case I needed it again for later or for the next check.

If people can't figure this out, I can just do a "Morph back to default when item is dropped" kind of thing.
 
Nevermind re-read the post, going to look for that missing check now.

Edit: What isn't happening anyway?
 
Ah, I'm sorry about that.
The trigger activates, the messages are sent. But, I need an additional check to make the whole IDEA work, I want it to return to the normal unit if he DOESN'T have the appropriate Unit to Item.
Hell, I may be overcomplicating the whole thing.
 
So if he loses the item that makes him transform you want him to turn back?
 
It automatically does that, but if you stack transformations it can glitch. Does my example make sense? Person A puts on B and C, drops B, then drops C, and the unit is stuck with B.
 
I'm just getting stuck on this, what do you want to actually fix in the terms of transformations?
 
The entire check's purpose is to check if the unit's current model (because of the transformation) has the appropriate item. But since you can have several items which transform you I have to check every slot for the item, but right now its glitching, thinking that the person doesn't have the item.
 
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