item drop

feistaghelm

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People are trying to fix the code that was posted here. The code is now the 6th post in the thread.
 

LurkerAspect

Now officially a Super Lurker
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Use a variable and assign your item to it, then when the quest is completed, remove it.

Trigger:
  • Actions
    • Hero - Drop (Your Item) from (Triggering unit) [Optional]
    • Item - Remove (Your Item)
 

canons200

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?? i cant understand your trigger event but i can help you.

on your first post trigger, change
Item - Remove (Item carried by (Hero manipulating item) of type Shiny Stone)
to
Item - Remove (Item carried by (Triggering Unit) of type Shiny Stone)

it should work fine.

the event "drop your item" is not necessary. simple remove the item from the hero.
 

feistaghelm

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Sorry. I gave up on the old trigger. This is the full new one:

quest accept
Trigger:
  • GDM 0030
    • Events
      • Unit - A unit comes within 75.00 of Greater Dark Minion 0060 <gen>
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
    • Actions
      • Special Effect - Destroy Special_Effects[3]
      • Game - Display to (All players) the text: Some quests require...
      • Quest - Display to (All players) the Quest Update message: "Ahhh. Hello, mast...
      • Quest - Create a Required quest titled Mud Men with the description Kill the golems and..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
      • Set Quests[3] = (Last created quest)
      • Quest - Enable Quests[3]
      • Trigger - Turn off (This trigger)


quest
Trigger:
  • Mud Men
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
      • (Item-type of (Item being manipulated)) Equal to Stone Token
    • Actions
      • Quest - Display to (All players) the Quest Update message: You aquired the cha...
      • Trigger - Turn on Mud Men TI <gen>
      • Trigger - Turn off (This trigger)


turn in
Trigger:
  • Mud Men TI
    • Events
      • Unit - A unit comes within 100.00 of Greater Dark Minion 0060 <gen>
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
    • Actions
      • Quest - Display to (All players) the Quest Update message: "I'll destroy that ...
      • Quest - Mark Quests[3] as Completed
      • Player - Add 400 to Player 1 (Red) Current gold
      • Hero - Add 250 experience to (Triggering unit), Show level-up graphics
      • Special Effect - Create a special effect attached to the overhead of Greater Dark Minion 0029 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
      • Set Special_Effects[4] = (Last created special effect)
      • Trigger - Turn on GDM 0029 <gen>
      • Trigger - Turn off (This trigger)


item spawn
Trigger:
  • Charm
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Triggering unit) Equal to Mud Golem 0059 <gen>
    • Actions
      • Item - Create Stone Token at (Position of (Triggering unit))
      • Trigger - Turn off (This trigger)


The quest completes this way but when I try to make the item drop from inventory, it doesn't. I need to know what actions/conditions are needed to make the item drop from inventory. Thanks in advance.


Events
Unit - A unit comes within 75.00 of Greater Dark Minion 0060 <gen>
Conditions
((Entering unit) is A Hero) Equal to True


entering where?

lol change to triggering

Like I said... the trigger works. I was told to add the entering unit line in a different forum. Sorry if it bothers you Laiev, but it does work even without it. But to avoid repeats of "this won't work" or "entering where", I fixed the trigger. My question wasn't about how to make my trigger work as it is written though. It was what to add to make the item drop from my hero's inventory and still make the quest complete. Thank you for pointing out that I no longer have my hero entering into a region for this set of triggers. Again, this is not my concern. My concern is that when I add the item to a variable or simply try to remove the item, it doesn't happen and the quest doesn't complete. So if you can help me with my concern, please add to this forum.
 

Laiev

Hey Listen!!
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Events
Unit - A unit comes within 75.00 of Greater Dark Minion 0060 <gen>
Conditions
((Entering unit) is A Hero) Equal to True


entering where?

lol change to triggering
 

DioD

New Member
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you shoud carefully read native editor comments about reference variable for events.

if you have problem with this, you shoud add debug messages.
 

Laiev

Hey Listen!!
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7th post is mine Oo but w/e

your trigger run up wheres?

I mean, the trigger run what actions before it stop?
 

MiddleHanded

New Member
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1
So I dunno if someone already fixed the trigger or not but I'll post my suggestion.

Trigger:
  • LJ Turn In
    • Events
    • Unit - A unit Is issued an order targeting an object
    • Conditions
    • (Target unit of issued order) Equal to Thomas 0015 &lt;gen&gt;
    • (Owner of (Triggering unit)) Equal to Player 1 (Red)
    • (Region 003 &lt;gen&gt; contains (Triggering unit)) Equal to True
    • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • ((Triggering unit) has an item of type Shiny Stone) Equal to True
    • Then - Actions
    • Item - Remove (Item carried by (Triggering Unit) of type Shiny Stone)
    • Quest - Mark Quests[1] as Completed
    • Quest - Display to (All players) the Quest Update message: Thank you so much! ...
    • Player - Add 200 to Player 1 (Red) Current gold
    • Hero - Add 200 experience to (Triggering unit), Show level-up graphics
    • Trigger - Turn off (This trigger)
    • Else - Actions
 

feistaghelm

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updated Nov. 7th post

7th post is mine Oo but w/e

your trigger run up wheres?

I mean, the trigger run what actions before it stop?

I said that I updated the Nov. 7th post not post #7. I deleted the old triggers cuz people are fixing them. lol Thanks for the help but in my last edit/update I did specify that I needed to know what to add to my NEW TRIGGER to make the item drop from inventory NOT WHAT IS WRONG WITH THE TRIGGER AS WRITTEN. The triggers make you accept a quest to kill a certain creep and aquire an item to bring back to the quest giver.

To answer your last post Laive, The 1st trigger makes you accept a quest when you come within 75.00 of the questgiver, destroys the exclamation above the questgiver's head, and makes sure the quest is enabled.

2nd trigger just makes a message appear once you aquire said item.

3rd trigger is the turn in which activates when you come within 100.00 of the questgiver, adds exp and gold to player/hero, creates an exclamation above the next questgiver, and activates the next questgiver.

4th trigger simply makes target creep drop the quest item.

I hope that clears the triggers up for you Laive. And for the 3rd time, ALL TRIGGERS WORK AS THEY ARE CURRENTLY WRITTEN... I need not to know how to fix them but what to ADD to make the item drop.

I tried using your code idea previously in earlier attempts, MiddleHanded, and I will try to use it again in this code.

~update~

Thanks to canons200 and MiddleHanded for their basic understanding of the english language. They both got +Rep for simply answering the concern of the post and solving it rather than adding to the headache.
 
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