Item Stacking System II
Edit (November 8th, 2006): Replaced the item list condition with something more global, now affects all stackable items.
I decided to remake my old system in order to make it better. This one has a limit of items that can be in one slot at time. I figured that the most suitable way to define this limit would be the item level. By default the level can't go above 8, but you can bypass that by simply holding Shift when changing the level field.
Also you only need one trigger for this system while the second is optional (but recommended & useful).
There is also a demo map this time if you don't want to do everything manually.
Code:
Acquire
Events
Unit - A unit Acquires an item
Conditions
(Charges remaining in (Item being manipulated)) Not equal to 0
Actions
For each (Integer A) from 1 to 6, 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 (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))
(Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) Less than (Item level of (Item carried by (Hero manipulating item) in slot (Integer A)))
(Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + (Charges remaining in (Item being manipulated))) Greater than (Item level of (Item being manipulated))
Then - Actions
Item - Set charges remaining in (Item being manipulated) to (((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + (Charges remaining in (Item being manipulated))) - (Item level of (Item being manipulated)))
Item - Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to (Item level of (Item being manipulated))
Else - Actions
Item - Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to ((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + (Charges remaining in (Item being manipulated)))
Item - Remove (Item being manipulated)
Else - Actions
This is the second, optional trigger. It allows you to split stackable items by making a double right-click.
Requires 2 variables: order (of type Integer) and L (of type Point).
Code:
Split
Events
Unit - A unit Is issued an order targeting an object
Conditions
Actions
Custom script: set udg_order = GetIssuedOrderId()
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
order Greater than or equal to 852002
order Less than or equal to 852007
(Target item of issued order) Equal to (Item carried by (Ordered unit) in slot (order - 852001))
(Charges remaining in (Target item of issued order)) Greater than 1
Then - Actions
Item - Set charges remaining in (Target item of issued order) to ((Charges remaining in (Target item of issued order)) - 1)
Set L = (Position of (Ordered unit))
Item - Create (Item-type of (Target item of issued order)) at L
Custom script: call RemoveLocation(udg_L)
Item - Set charges remaining in (Last created item) to 1
Else - Actions
If you are curious about the order...852002 is the order id used when you move the item to inventory slot 1. 852003 is the same thing, but for slot 2 etc.
The third condition checks if the slot you dropped it on is the same as the slot used by the item previously.
If you find any bugs feel free to PM me and i'll fix them right away.