Lord Regno
Active Member
- Reaction score
- 19
Hi everyone I have an trigger that I want to work this way: If the player put a item in the Inventory box it will be replaced and putted in the box, but if the player put it on the ground it will be replaced and putted there.
I have sitting the hole day yesterday and today to fix the item stacking system error. Then you buy an item and the "stack item are placed on the right side of the bought item will lose the one that you have bought and the "stack item" doesn't stack that time. I have fixed that so now I got brain drop on triggers so I can't solve this easy part, that is the last part of the item stack trigger.
Well here are my trigger, now it just replace the item and put it on the ground even if I put it in the box:
EDIT: An if els then action got removed...
EDIT2: I really got brain drop it was right, I think
I have sitting the hole day yesterday and today to fix the item stacking system error. Then you buy an item and the "stack item are placed on the right side of the bought item will lose the one that you have bought and the "stack item" doesn't stack that time. I have fixed that so now I got brain drop on triggers so I can't solve this easy part, that is the last part of the item stack trigger.
Well here are my trigger, now it just replace the item and put it on the ground even if I put it in the box:
Trigger:
- Ice Armor Drop 2
- Events
- Unit - A unit Loses an item
- Conditions
- (Item-type of (Item being manipulated)) Equal to Ice Armor
- Actions
- Set Temp_Group = (Units owned by (Owner of (Hero manipulating item)) of type Inventory)
- Unit Group - Pick every unit in Temp_Group and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-type of (Item carried by (Picked unit) of type Ice Armor)) Equal to (Item-type of (Item being manipulated))
- Then - Actions
- Item - Create Ice Armor 3 at (Position of (Hero manipulating item))
- Item - Set charges remaining in (Last created item) to (Charges remaining in (Item being manipulated))
- Item - Remove (Item being manipulated)
- Item - Remove (Last created item) <- I discovered a strange thing if I do not have this action here then the trigger will crate two items instead of one...
- Set armor = (Playable map area)
- Item - Pick every item in armor and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-type of (Picked item)) Equal to Ice Armor 3
- Then - Actions
- Hero - Give (Picked item) to (Picked unit)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Else - Actions
- Item - Create Ice Armor 3 at ((Position of (Hero manipulating item)) offset by 90.00 towards (Facing of (Hero manipulating item)) degrees)
- Item - Set charges remaining in (Last created item) to (Charges remaining in (Item being manipulated))
- Item - Remove (Item being manipulated)
- Item - Remove (Last created item)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Custom script: call DestroyGroup(udg_Temp_Group)
- Events
EDIT: An if els then action got removed...
EDIT2: I really got brain drop it was right, I think