Items - Basics

Xapphire

Liberty, Simply said; a lie.
Reaction score
45
I think you should add, a very simple way of putting a class or item type into a slot, and making an inventory, and a set perhaps if you have the whole set in each slot, makes a better item (read my tutorial to understand) >.> more rpg triggers =)
 

Ghan

Administrator - Servers are fun
Staff member
Reaction score
874
What? You mean it's NOT approved? I link to it all the time. :rolleyes: It was approvable material before you updated it. I think that clears it up. :p

Approved.
 

Tinki3

Special Member
Reaction score
418
>It was approvable material before you updated it

I 50% agree, and 50% disagree.
Before I reworked it, it had all of my "old-stupid humour" scattered all over the show, which made it look
ugly.

It also didn't explain what most of the triggers were doing.

Now it doesn't have the stupid humour, and all of the triggers that need to be explained,
are.

Before, though, some of it was worth approving; not the lot.

Thanks for doing so anyway :)
 

Ghan

Administrator - Servers are fun
Staff member
Reaction score
874
1. Good that you explained the triggers better.

2. > it had all of my "old-stupid humour" scattered all over the show

Sometimes, humor can be helpful in the learning process....
 

vampkitty

New Member
Reaction score
0
Very nice tutorial.

But 1 thing I would ask; If an unit is removed from the game by trigger, then how to make the items in his inventory be dropped too?

The "drops upon death - true" wouldn't work as the unit doesn't die, its removed.

And even if it would work, I don't want items to drop upon death. Just drop when a hero dies permanently, so the items would be lost with him.
 

luorax

Invasion in Duskwood
Reaction score
67
Why are you removing units BTW? Just use [ljass]call UnitApplyTimedLife(GetTriggerUnit(),'BTLF',.01)[/ljass]
 
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