"Combining" Three Items

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.

Trigger:
  • Firstly, the entire trigger fires on a &quot;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" />)&quot;
    • -------- 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


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


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.
 

Tyrulan

Ultra Cool Member
Reaction score
37
As a test, disable the trigger for the 'token' I believe that one is firing first.
 

Defi4nc3

Developer of DORPG
Reaction score
20
The problem is these should be all in one trigger... Your recipe triggers will fire before each other making the lesser item, you'll never be able to complete the full recipe because the other trigger will fire.
 

Tyrulan

Ultra Cool Member
Reaction score
37
> The problem is these should be all in one trigger... Your recipe triggers will fire before each other making the lesser item, you'll never be able to complete the full recipe because the other trigger will fire.

Thank you for repeating what I just said. >.< He would have gathered that from the test.
 

Defi4nc3

Developer of DORPG
Reaction score
20
Or he could have not gathered that from the test and still be confused, your assuming he'd gather it.

Plus I provided a answer with how to effectively make the recipe, ie.

Putting it in one trigger!
 

Tyrulan

Ultra Cool Member
Reaction score
37
All I'm saying is... giving someone the answer isn't always as good as letting them work it out themselves. A little guidance is good though. Need to allow these fellow editors to think more critically.
 
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