Item with 5 Abilities?

DarkBELL

New Member
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1
Urgh 2 problem on the same days OTL...

I'm sorry guys, I'm trying to re create a map like Dota

and I'm building the item Orchid Malevolence

Its give 20 Intelligence 45 Damage 30% attackspeed 225% mana regeneration AND soul burn

Now thats a total of 5 ability
But World Editor Item only support 4 ability for items, so how can I get my item to 5 ability?
 

Nenad

~Choco Coronet~ Omnomnom
Reaction score
137
Add an item ability - inteligence bonus to the hero when the hero picks up the said item, and remove it when the hero drops the said item. In that fashion you only need 4 abilities for your item.
 

DarkBELL

New Member
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1
That work, Thank you

But I got a new Problem with this item, It require 3x Oblivion Staff to forge it, While the Recipe I'm using only support two uses of same item as a recipe

This is the triggered I used (For Monkey King Bar as an example)

Code:
Monkey King Bar
    Events
        Unit - A unit Acquires an item
    Conditions
        ((Triggering unit) has an item of type Demon Edge) Equal to True
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Hero manipulating item) has an item of type Javelin (Custom)) Equal to True
            Then - Actions
                Set JavelinInteger = 0
                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
                                JavelinInteger Equal to 0
                                (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Javelin (Custom)
                            Then - Actions
                                Set JavelinInteger = (JavelinInteger + 1)
                            Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        JavelinInteger Equal to 1
                                        (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Javelin (Custom)
                                    Then - Actions
                                        Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
                                        Item - Remove (Item carried by (Triggering unit) of type Javelin (Custom))
                                        Item - Remove (Item carried by (Triggering unit) of type Javelin (Custom))
                                        Item - Remove (Item carried by (Triggering unit) of type Demon Edge)
                                        Hero - Create Monkey King Bar and give it to (Triggering unit)
                                        Set JavelinInteger = 0
                                    Else - Actions
            Else - Actions

This work perfectly in the case of needing TWO javelins which is the same item

but Orchid Malevolence require THREE Oblivion Staff

which I try changing the Integer counts of the code above, but it still doesn't work

So I try writing a whole new code, which, instead of using Loop Integer 1 to 6 to check through each inventory slot, Individually check through EACH slot of the hero and every slot that is Oblivion Staff, an Integer count is add, in the end it check if the count is 3 and if it is, Orchid Malevolence is made and give to the hero

Code:
Orchid Malevolence
    Events
        Unit - A unit Acquires an item
    Conditions
        (Item-type of (Item being manipulated)) Equal to Oblivion Staff
    Actions
        Set OblivionStaff_Integer = 0
        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 1)) Equal to Oblivion Staff
            Then - Actions
                Set OblivionStaff_Integer = (OblivionStaff_Integer + 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        OblivionStaff_Integer Equal to 3
                    Then - Actions
                        Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
                        Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                        Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                        Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                        Hero - Create Orchid Malevolence and give it to (Triggering unit)
                        Set OblivionStaff_Integer = 0
                    Else - Actions
            Else - 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 2)) Equal to Oblivion Staff
                    Then - Actions
                        Set OblivionStaff_Integer = (OblivionStaff_Integer + 1)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                OblivionStaff_Integer Equal to 3
                            Then - Actions
                                Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
                                Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                Hero - Create Orchid Malevolence and give it to (Triggering unit)
                                Set OblivionStaff_Integer = 0
                            Else - Actions
                    Else - 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 3)) Equal to Oblivion Staff
                            Then - Actions
                                Set OblivionStaff_Integer = (OblivionStaff_Integer + 1)
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        OblivionStaff_Integer Equal to 3
                                    Then - Actions
                                        Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
                                        Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                        Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                        Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                        Hero - Create Orchid Malevolence and give it to (Triggering unit)
                                        Set OblivionStaff_Integer = 0
                                    Else - Actions
                            Else - 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 4)) Equal to Oblivion Staff
                                    Then - Actions
                                        Set OblivionStaff_Integer = (OblivionStaff_Integer + 1)
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            If - Conditions
                                                OblivionStaff_Integer Equal to 3
                                            Then - Actions
                                                Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
                                                Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                                Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                                Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                                Hero - Create Orchid Malevolence and give it to (Triggering unit)
                                                Set OblivionStaff_Integer = 0
                                            Else - Actions
                                    Else - 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 5)) Equal to Oblivion Staff
                                            Then - Actions
                                                Set OblivionStaff_Integer = (OblivionStaff_Integer + 1)
                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                    If - Conditions
                                                        OblivionStaff_Integer Equal to 3
                                                    Then - Actions
                                                        Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
                                                        Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                                        Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                                        Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                                        Hero - Create Orchid Malevolence and give it to (Triggering unit)
                                                        Set OblivionStaff_Integer = 0
                                                    Else - Actions
                                            Else - 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 6)) Equal to Oblivion Staff
                                                    Then - Actions
                                                        Set OblivionStaff_Integer = (OblivionStaff_Integer + 1)
                                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                            If - Conditions
                                                                OblivionStaff_Integer Equal to 3
                                                            Then - Actions
                                                                Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
                                                                Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                                                Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                                                Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
                                                                Hero - Create Orchid Malevolence and give it to (Triggering unit)
                                                                Set OblivionStaff_Integer = 0
                                                            Else - Actions
                                                    Else - Actions

But when I applied this trigger, when I buy my 3 Oblivion Staff it doesn't form a Orchid Malevolence but stays as 3x Oblivion Staff

Orchid Malevolence is auto recipe

Can somebody help me with this :(
 

Nenad

~Choco Coronet~ Omnomnom
Reaction score
137
Do a game text command to check if the triggers fires off at the if points, when you have 3 staffs. If it does, try using the loop at the end
If - Conditions
OblivionStaff_Integer Equal to 3
Then - Actions
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
Item - Remove (Item carried by (Triggering unit) of type Oblivion Staff)
Hero - Create Orchid Malevolence and give it to (Triggering unit)
Set OblivionStaff_Integer = 0
Else - Actions
Should be put at the end of the trigger. No need to repeat it several times.
 

Grymlax

Probably not around
Reaction score
138
try this trigger instead I've tried it so I know it works.
oblivionstaffint is an integer variable.


Trigger:
  • item merge
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to OblivionStaff
    • Actions
      • Set oblivionstaffint = 0
      • 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 (Triggering unit) in slot (Integer A))) Equal to OblivionStaff
            • Then - Actions
              • Set oblivionstaffint = (oblivionstaffint + 1)
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • oblivionstaffint Equal to 3
        • Then - Actions
          • Item - Remove (Item carried by (Triggering unit) of type OblivionStaff)
          • Item - Remove (Item carried by (Triggering unit) of type OblivionStaff)
          • Item - Remove (Item carried by (Triggering unit) of type OblivionStaff)
          • Hero - Orchid Malevolence and give it to (Triggering unit)
        • Else - Actions
 
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