Problem reading custom value to Item...

xKxIxNxGx

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For some reason, W.E can't read the custom value although we have successfully saved the value, but when we view it, it turns "0".
Trigger:
  • Buy Gun
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • For each (Integer A) from 1 to BUY_Number_of_guns, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Ability being cast) Equal to CON_GUN_Buy_ability[(Integer A)]
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of (Casting unit)) Equal to 0
                  • (Unit-type of (Casting unit)) Equal to Asian Peasant
                • Then - Actions
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • CON_GUN_REQ_Melee_Open[(Integer A)] Equal to 0
                    • Then - Actions
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • UNIT_SLOT_Melee[(Custom value of (Casting unit))] Equal to 0
                        • Then - Actions
                        • Else - Actions
                          • Game - Display to (Player group((Owner of (Casting unit)))) the text: (|cffD20000You cannot hold a |cff5ACE52 + (CON_GUN_Name[(Integer A)] + ( |cffD20000with your |cff5ACE52 + (CON_GUN_Name[UNIT_SLOT_Melee[(Custom value of (Casting unit))]] + |r))))
                          • Skip remaining actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • CON_GUN_REQ_SLOT_1_Open[(Integer A)] Equal to 0
                    • Then - Actions
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • UNIT_SLOT_GUN_1[(Custom value of (Casting unit))] Equal to 0
                        • Then - Actions
                        • Else - Actions
                          • Game - Display to (Player group((Owner of (Casting unit)))) the text: (|cffD20000You cannot hold a |cff5ACE52 + (CON_GUN_Name[(Integer A)] + ( |cffD20000with your |cff5ACE52 + (CON_GUN_Name[UNIT_SLOT_GUN_1[(Custom value of (Casting unit))]] + |r))))
                          • Skip remaining actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • CON_GUN_REQ_SLOT_2_Open[(Integer A)] Equal to 0
                    • Then - Actions
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • UNIT_SLOT_GUN_2[(Custom value of (Casting unit))] Equal to 0
                        • Then - Actions
                        • Else - Actions
                          • Game - Display to (Player group((Owner of (Casting unit)))) the text: (|cffD20000You cannot hold a |cff5ACE52 + (CON_GUN_Name[(Integer A)] + ( |cffD20000with your |cff5ACE52 + (CON_GUN_Name[UNIT_SLOT_GUN_2[(Custom value of (Casting unit))]] + |r))))
                          • Skip remaining actions
              • -------- -- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Owner of (Casting unit)) Current gold) Greater than or equal to CON_GUN_Price[(Integer A)]
                • Then - Actions
                • Else - Actions
                  • Game - Display to (Player group((Owner of (Casting unit)))) the text: (|cffD20000You are |cffD3B823 + ((String((CON_GUN_Price[(Integer A)] - ((Owner of (Casting unit)) Current gold)))) + ( Gold|r |cffD20000short of buying a |cff5ACE52 + (CON_GUN_Name[(Integer A)] + |r))))
                  • Skip remaining actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Casting unit)) Equal to Asian Peasant
                • Then - Actions
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Custom value of (Casting unit)) Equal to 0
                    • Then - Actions
                      • Set BUY_Counter[(Player number of (Owner of (Casting unit)))] = (BUY_Counter[(Player number of (Owner of (Casting unit)))] + 1)
                      • Unit - Set the custom value of (Casting unit) to ((10000 x (Player number of (Owner of (Casting unit)))) + BUY_Counter[(Player number of (Owner of (Casting unit)))])
                      • Set CUR_UNIT_LOC[(Custom value of (Picked unit))] = (Position of (Casting unit))
                    • Else - Actions
              • -------- -- --------
              • Set BUY_UNIT[(Player number of (Owner of (Casting unit)))] = (Casting unit)
              • Player - Set (Owner of (Casting unit)) Current gold to (((Owner of (Casting unit)) Current gold) - CON_GUN_Price[(Integer A)])
              • Hero - Create CON_GUN_Item[(Integer A)] and give it to (Casting unit)
              • Set ITEM_GUN_ID_gen[(Player number of (Owner of (Casting unit)))] = (ITEM_GUN_ID_gen[(Player number of (Owner of (Casting unit)))] + 1)
              • Item - Set the custom value of (Last created item) to ITEM_GUN_ID_gen[(Player number of (Owner of (Casting unit)))]
              • Unit Group - Add (Casting unit) to ATTACK_Pick_group[CON_GUN_Type[(Integer A)]]
              • Set CUR_GUN_Ammo_max[(Custom value of (Last created item))] = CON_GUN_Ammo_Max[(Integer A)]
              • Set BUY_GUN[(Player number of (Owner of (Casting unit)))] = (Last created item)
              • Dialog - Change the title of BUY_Dialog to Coose your bullet t...
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • CON_GUN_Type[(Integer A)] Equal to 9
                • Then - Actions
                  • Set UNIT_SLOT_Melee_Item[(Custom value of (Casting unit))] = (Last created item)
                  • Game - Display to (All players) the text: weapon in slot mele...
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • UNIT_SLOT_GUN_1[(Custom value of (Casting unit))] Equal to 0
                    • Then - Actions
                      • Game - Display to (All players) the text: weapon in slot 1
                      • Set UNIT_SLOT_GUN_1[(Custom value of (Casting unit))] = (Integer A)
                      • Set UNIT_SLOT_GUN_1_Item[(Custom value of (Casting unit))] = (Last created item)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • UNIT_SLOT_GUN_2[(Custom value of (Casting unit))] Equal to 0
                          • Or - Any (Conditions) are true
                            • Conditions
                              • CON_GUN_Type[(Integer A)] Equal to 1
                              • CON_GUN_Type[(Integer A)] Equal to 2
                        • Then - Actions
                          • Set UNIT_SLOT_GUN_2[(Custom value of (Casting unit))] = (Integer A)
                          • Set UNIT_SLOT_GUN_2_Item[(Custom value of (Casting unit))] = (Last created item)
                          • Game - Display to (All players) the text: weapon in slot 2
                        • Else - Actions
                          • Game - Display to (Player group((Owner of (Casting unit)))) the text: |cffD20000Error Ite...
              • For each (Integer B) from 1 to BULLET_Number_of_Bullets, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer((Substring(BULLET_Compatibility[(Integer B)], CON_GUN_Type[(Integer A)], CON_GUN_Type[(Integer A)])))) Equal to 1
                      • BULLET_Cost[(Integer B)] Less than or equal to ((Owner of (Casting unit)) Current gold)
                    • Then - Actions
                      • Set BULLET_DIA_TXT[(Integer B)] = ((|cffDCBA00 + ((String(BULLET_Cost[(Integer B)])) + ( g |cff94FF54 + (BULLET_Abbre[(Integer B)] + |cffFFFF19)))) + BULLET_Description[(Integer B)])
                      • Dialog - Create a dialog button for BUY_Dialog labelled BULLET_DIA_TXT[(Integer B)]
                      • Set BUY_Dialog_Button[(((Player number of (Owner of (Casting unit))) x 10000) + (Integer B))] = (Last created dialog Button)
                    • Else - Actions
              • Dialog - Show BUY_Dialog for (Owner of (Casting unit))
            • Else - Actions

Trigger:
  • Buy bullet 1
    • Events
      • Dialog - A dialog button is clicked for BUY_Dialog
    • Conditions
    • Actions
      • Game - Display to (All players) the text: (String((Custom value of BUY_UNIT[(Player number of (Triggering player))])))
      • Game - Display to (All players) the text: (String(UNIT_SLOT_GUN_1[(Custom value of BUY_UNIT[(Player number of (Triggering player))])]))
      • For each (Integer A) from 1 to BULLET_Number_of_Bullets, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Clicked dialog button) Equal to BUY_Dialog_Button[((1 x 10000) + (Integer A))]
            • Then - Actions
              • Hero - Create BULLET_Item[(Integer A)] and give it to BUY_UNIT[1]
              • Player - Set (Triggering player) Current gold to (((Triggering player) Current gold) - BULLET_Cost[(Integer A)])
              • Set CUR_GUN_Coldown_Multi[(Custom value of BUY_GUN[(Player number of (Triggering player))])] = BULLET_Cooldown_Multi[(Integer A)]
              • Set CUR_GUN_Damage_Multi[(Custom value of BUY_GUN[(Player number of (Triggering player))])] = BULLET_Damage_multi[(Integer A)]
              • Set CUR_GUN_Range_Multi[(Custom value of BUY_GUN[(Player number of (Triggering player))])] = BULLET_Range_Multi[(Integer A)]
              • Set CUR_GUN_Recoil_Multi[(Custom value of BUY_GUN[(Player number of (Triggering player))])] = BULLET_Recoil_Multi[(Integer A)]
              • Set CUR_GUN_Reload_Multi[(Custom value of BUY_GUN[(Player number of (Triggering player))])] = BULLET_Reload_Multi[(Integer A)]
              • Dialog - Clear BUY_Dialog
            • Else - Actions
 
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