Chao
Setting sail for fail in the sea of lame.
- Reaction score
- 63
Hey, team,
I've modified an item combining engine on here to work with Integer B, and so far, it's been flawless
Okay... here goes.
Normal, Working System.
Kosher!
In this system, there is a side trigger for when the hero picks up the "Display Item" that replaces the display with the Recipe. Technically, these are all three-item combinations, using two base items.
Hence, my problem with three base items.
The code is IDENTICAL. There's just 2 extra lines of it. What happens when it fires is: It removes Items 1 and 2, creates what it's supposed to, and leaves Item 3 on the hero. Anyone know the problem?
As a sidenote, I did attempt to re-create this little chunk of code without the recipe, in a vain effort to reduce the number of items and make the whole darn thing feel better... when I did, it removed all three items properly, but created the wrong item...
I've also tried replacing the line "Item 3" with "Destroyed Cloak" (the actual element) but again, to no avail. The cloak remained.
I've modified an item combining engine on here to work with Integer B, and so far, it's been flawless
Okay... here goes.
Normal, Working System.
Trigger:
- Firstly, the entire trigger fires on a "For Each Integer B from 1 to 7 (the number of recipes available so far... I started yesterday, so cut me some slack! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick Out Tongue :p" loading="lazy" data-shortname=":p" />)"
- -------- Token of Etaqua --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Hero manipulating item) has an item of type XItemTier1Loot[1]) Equal to True
- ((Hero manipulating item) has an item of type XItemTier1Loot[2]) Equal to True
- ((Hero manipulating item) has an item of type XItemTier1LootRec[(Integer B)]) Equal to True
- Then - Actions
- Item - Remove (Item carried by (Hero manipulating item) of type XItemTier1Loot[1])
- Item - Remove (Item carried by (Hero manipulating item) of type XItemTier1Loot[2])
- Item - Remove (Item carried by (Hero manipulating item) of type XItemTier1LootRec[(Integer B)])
- Set MemSaverPoint = (Position of (Hero manipulating item))
- Item - Create XItemTier1LootCrafted[(Integer B)] at MemSaverPoint
- Special Effect - Create a special effect at MemSaverPoint using Abilities\Spells\Items\AIem\AIemTarget.mdl
- Custom script: call RemoveLocation(udg_MemSaverPoint)
- Hero - Give (Last created item) to (Hero manipulating item)
- Wait 1.11 seconds
- Special Effect - Destroy (Last created special effect)
- Else - Actions
- Do nothing
- If - Conditions
Kosher!
In this system, there is a side trigger for when the hero picks up the "Display Item" that replaces the display with the Recipe. Technically, these are all three-item combinations, using two base items.
Hence, my problem with three base items.
Trigger:
- -------- Lesser Triune Amulet --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Hero manipulating item) has an item of type XItemTier1Loot[1]) Equal to True
- ((Hero manipulating item) has an item of type XItemTier1Loot[2]) Equal to True
- ((Hero manipulating item) has an item of type XItemTier1Loot[3]) Equal to True
- ((Hero manipulating item) has an item of type XItemTier1LootRec[(Integer B)]) Equal to True
- Then - Actions
- Item - Remove (Item carried by (Hero manipulating item) of type XItemTier1Loot[1])
- Item - Remove (Item carried by (Hero manipulating item) of type XItemTier1Loot[2])
- Item - Remove (Item carried by (Hero manipulating item) of type XItemTier1Loot[3])
- Item - Remove (Item carried by (Hero manipulating item) of type XItemTier1LootRec[(Integer B)])
- Set MemSaverPoint = (Position of (Hero manipulating item))
- Item - Create XItemTier1LootCrafted[(Integer B)] at MemSaverPoint
- Special Effect - Create a special effect at MemSaverPoint using Abilities\Spells\Items\AIem\AIemTarget.mdl
- Custom script: call RemoveLocation(udg_MemSaverPoint)
- Hero - Give (Last created item) to (Hero manipulating item)
- Wait 1.11 seconds
- Special Effect - Destroy (Last created special effect)
- Else - Actions
- Do nothing
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
The code is IDENTICAL. There's just 2 extra lines of it. What happens when it fires is: It removes Items 1 and 2, creates what it's supposed to, and leaves Item 3 on the hero. Anyone know the problem?
As a sidenote, I did attempt to re-create this little chunk of code without the recipe, in a vain effort to reduce the number of items and make the whole darn thing feel better... when I did, it removed all three items properly, but created the wrong item...
I've also tried replacing the line "Item 3" with "Destroyed Cloak" (the actual element) but again, to no avail. The cloak remained.