can you walk me through it please?With triggers.
Event
a unit picks up an item
Condition
(item being manipulated) == Shadow Orb (Map-Version)
Actions
remove (item being manipulated)
if (triggering unit) carries item of type "Shadow Orb Lvl 1"
remove the item of type "Shadow Orb Lvl 1" from (triggering unit)
add item of type "Shadow Orb Lvl 2" to (triggering unit)
else if (...) // continue like this for all levels
Event
a unit drops an item
Condition
or any
(item being manipulated) == Shadow Orb Lvl 1
(item being manipulated) == Shadow Orb Lvl 2
(item being manipulated) == Shadow Orb Lvl 3
...
Actions
create new item of type "Shadow Orb (Map-Version)" at the location of (dropped item)
remove (dropped item)
thanks dude!I am not going to write those triggers for you, but here is a rough draft of what you need to do:
1) Create 10 copies of your shadow orb item. One for each level.
2) Have one additional copy of the shadow orb item which will be placed on the map and be picked up!
3) Have a trigger for picking up the item: (pseudo code)
4) Have another trigger for dropping the item: (pseudo code)Code:Event a unit picks up an item Condition (item being manipulated) == Shadow Orb (Map-Version) Actions remove (item being manipulated) if (triggering unit) carries item of type "Shadow Orb Lvl 1" remove the item of type "Shadow Orb Lvl 1" from (triggering unit) add item of type "Shadow Orb Lvl 2" to (triggering unit) else if (...) // continue like this for all levels
Code:Event a unit drops an item Condition or any (item being manipulated) == Shadow Orb Lvl 1 (item being manipulated) == Shadow Orb Lvl 2 (item being manipulated) == Shadow Orb Lvl 3 ... Actions create new item of type "Shadow Orb (Map-Version)" at the location of (dropped item) remove (dropped item)
...[1] = orb +1
.
...[i] = orb + i
.
...[10] = orb + 10
...[a] + ...[b] = ...[a+b]