Help with Selling Items

Stormahawk

New Member
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2
I have an All Random trigger that wont let me sell items. To counter it, I want to write a separate trigger in order to sell items. So far, my attempts have been epic fail. Does anyone know a way to write a trigger so if a hero clicks on item shop to sell item, item is sold?
 

ManyTimes

I'm so lonesome I could cry...
Reaction score
293
What? :)
Do you have a trigger so far? Show us it, the "All random trigger"...

How do you want to sell your items, not by letting the player click/drag the item upon a shop that sells the items? Or you want to sell items, but you cant get the building/shop to take the items you want, they just end up at ground? :)
 

Stormahawk

New Member
Reaction score
2
Code:
ItemSell
    Events
        Unit - A unit owned by Player 1 (Red) Pawns an item (to shop)
        Unit - A unit owned by Player 2 (Blue) Pawns an item (to shop)
        Unit - A unit owned by Player 3 (Teal) Pawns an item (to shop)
        Unit - A unit owned by Player 4 (Purple) Pawns an item (to shop)
        Unit - A unit owned by Player 5 (Yellow) Pawns an item (to shop)
        Unit - A unit owned by Player 6 (Orange) Pawns an item (to shop)
        Unit - A unit owned by Player 7 (Green) Pawns an item (to shop)
        Unit - A unit owned by Player 8 (Pink) Pawns an item (to shop)
        Unit - A unit owned by Player 9 (Gray) Pawns an item (to shop)
        Unit - A unit owned by Player 10 (Light Blue) Pawns an item (to shop)
        Unit - A unit owned by Player 11 (Dark Green) Pawns an item (to shop)
        Unit - A unit owned by Player 12 (Brown) Pawns an item (to shop)
    Conditions
    Actions
        Item - Make (Target item of issued order) Pawnable

Here is how it looks so far. I want it so if you click right click the item on the shop to sell, it will sell. When I try to sell items, I can click on the shop and everything, but nothing happens at all. No error messages or anything. Just nothing.
 

Dirac

22710180
Reaction score
147
If the iten cant be PAWNED then there is no event, because the item is not pawned at all.

To prevent the unit from dropping the item create a trigger where
Event
A unit drops an item
Action
Give last droped item to hero manipulating item
 

lindenkron

You can change this now in User CP
Reaction score
102
If the iten cant be PAWNED then there is no event, because the item is not pawned at all.

To prevent the unit from dropping the item create a trigger where
Event
A unit drops an item
Action
Give last droped item to hero manipulating item

Or just go to Object manager?
55pfkk.jpg
 

I_RULE_YOU

New Member
Reaction score
34
I happen to know the maker of this thread and am also working on the same map with them, so maybe I can clear this up.

Everything in the map works fine, except for 1 problem.

There are 2 modes in the map, an AP mode and an AR mode. When the AR mode is chosen, you are unable to pawn items for some strange reason. It's the equivalent of when you try to sell an item to a Mercenary shop, how you can click on the shop and nothing will happen/it will just drop it on the ground.

I looked through the AR triggers, and couldn't find an answer to this strange problem, but I'll post the related triggers here in hopes that someone here has a better eye than me:



Trigger:
  • ModePick
    • Events
      • Dialog - A dialog button is clicked for ModePick
    • Conditions
    • Actions
      • -------- FIX --------
      • Game - Force Player 1 (Red) to press the key A
      • Set Boolean = True
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to AllRandom
        • Then - Actions
          • Player Group - Pick every player in PlayersPlaying and do (Actions)
            • Loop - Actions
              • Set BuyingPlayer = (Picked player)
              • Player - Set (Picked player) Current gold to (((Picked player) Current gold) - 1700)
              • Unit - Create 1 RANDOM_HERO_ARRAY[(Random integer number between 1 and NUM_HEROES)] for BuyingPlayer at (BuyingPlayer start location) facing Default building facing degrees
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Hero[(Player number of (Owner of (Last created unit)))] Equal to No unit
                • Then - Actions
                  • Set Hero[(Player number of (Owner of (Last created unit)))] = (Last created unit)
                • Else - Actions
              • Hero - Create Scroll of Town portal and give it to (Last created unit)
              • Hero - Create Amulet of Power and give it to (Last created unit)
              • Hero - Create Boots of Speed and give it to (Last created unit)
              • Unit - Remove (Sold unit) from the game
          • Set TempPoint = (Position of Random Tavern 0017 <gen>)
          • Player Group - Pick every player in PlayersPlaying and do (Actions)
            • Loop - Actions
              • Unit - Create 1 Wisp for (Picked player) at TempPoint facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Game - Display to PlayersPlaying the text: ALL RANDOM MODE HAS...
        • Else - Actions
          • Set TempPoint = (Position of Random Tavern 0017 <gen>)
          • Player Group - Pick every player in PlayersPlaying and do (Actions)
            • Loop - Actions
              • Unit - Create 1 Wisp for (Picked player) at TempPoint facing Default building facing degrees
          • Custom script: call DestroyForce(udg_TempForce)
      • Custom script: set udg_TempPoint = null
      • Custom script: call DestroyTrigger( GetTriggeringTrigger() )



Trigger:
  • Hero Is Sold
    • Events
      • Unit - A unit Sells a unit
    • Conditions
    • Actions
      • Set BuyingPlayer = (Owner of (Buying unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Not equal to Random Hero
        • Then - Actions
          • Unit - Move (Sold unit) instantly to ((Owner of (Sold unit)) start location)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Sold unit) is A Hero) Equal to True
            • Then - Actions
              • Camera - Pan camera for (Owner of (Buying unit)) to ((Owner of (Buying unit)) start location) over 1.00 seconds
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Hero[(Player number of (Owner of (Last created unit)))] Equal to No unit
                • Then - Actions
                  • Set Hero[(Player number of (Owner of (Sold unit)))] = (Sold unit)
                • Else - Actions
            • Else - Actions
          • Custom script: call RemoveLocation(udg_TempPoint)
          • For each (Integer A) from 1 to NUM_HEROES, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Sold unit)) Equal to RANDOM_HERO_ARRAY[(Integer A)]
                • Then - Actions
                  • Set HeroesUsed[(Integer A)] = True
                  • Custom script: exitwhen true
                • Else - Actions
        • Else - Actions
          • Set RandomNumber = (Random integer number between 1 and NUM_HEROES)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • HeroesUsed[RandomNumber] Equal to True
            • Then - Actions
              • Set RandomNumber = (Random integer number between 1 and NUM_HEROES)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • HeroesUsed[RandomNumber] Equal to True
                • Then - Actions
                  • Set RandomNumber = (Random integer number between 1 and NUM_HEROES)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • HeroesUsed[RandomNumber] Equal to True
                    • Then - Actions
                      • Set RandomNumber = (Random integer number between 1 and NUM_HEROES)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • HeroesUsed[RandomNumber] Equal to True
                        • Then - Actions
                          • Set RandomNumber = (Random integer number between 1 and NUM_HEROES)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • HeroesUsed[RandomNumber] Equal to True
                            • Then - Actions
                              • Set RandomNumber = (Random integer number between 1 and NUM_HEROES)
                            • Else - Actions
                              • Set HeroesUsed[RandomNumber] = True
                        • Else - Actions
                          • Set HeroesUsed[RandomNumber] = True
                    • Else - Actions
                      • Set HeroesUsed[RandomNumber] = True
                • Else - Actions
                  • Set HeroesUsed[RandomNumber] = True
            • Else - Actions
              • Set HeroesUsed[RandomNumber] = True
          • Unit - Create 1 RANDOM_HERO_ARRAY[RandomNumber] for BuyingPlayer at ((Owner of (Sold unit)) start location) facing Default building facing degrees
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Sold unit) is A Hero) Equal to True
            • Then - Actions
              • Camera - Pan camera for (Owner of (Buying unit)) to ((Owner of (Buying unit)) start location) over 1.00 seconds
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Hero[(Player number of (Owner of (Last created unit)))] Equal to No unit
                • Then - Actions
                  • Set Hero[(Player number of (Owner of (Last created unit)))] = (Last created unit)
                • Else - Actions
            • Else - Actions
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Unit - Remove (Sold unit) from the game
          • Hero - Create Scroll of Town portal and give it to (Last created unit)
          • Hero - Create Amulet of Power and give it to (Last created unit)
          • Hero - Create Boots of Speed and give it to (Last created unit)




Tell me if you need more information and me or Stormahawk will be glad to supply it.
 
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