Zerox
Ultra Cool Member
- Reaction score
- 28
Edit: I fixed it myself. Turns out it was something stupid after all. Just had to set it to be used automatically in Object Editor. Sorry, mods may delete this thread.
Hello, I used the hero spell shop system found here: http://www.thehelper.net/forums/showthread.php/95188-Buying-Spells-From-a-Shop
The problem is that my hero still retains the bought spell item in their inventory after the spell is received.
How can I make the items disappear like tomes do without adding any stats the the hero?
Here's my triggers:
Is it something I can/should add to the trigger somewhere or something I need to fix in Object Editor? I'm sure it's something easy I'm just overlooking.
Any help is highly appreciated.:thup: + Rep to those who help.
Thanks.
Hello, I used the hero spell shop system found here: http://www.thehelper.net/forums/showthread.php/95188-Buying-Spells-From-a-Shop
The problem is that my hero still retains the bought spell item in their inventory after the spell is received.
How can I make the items disappear like tomes do without adding any stats the the hero?
Here's my triggers:
Trigger:
- Spell Set
- Events
- Time - Elapsed game time is 0.50 seconds
- Conditions
- Actions
- Set spellItemId[0] = Dark Aura
- Set spellItemId[1] = Negative X
- Set spellItemId[2] = Crucial Hit
- Set spellItemId[3] = Dark Thundaga
- Set spellItemId[4] = Thundaga
- Set spellItemId[5] = Touch of Darkness
- Set spellItemId[6] = Lucky Hit
- Set spellItemId[7] = Evenings End
- Set spellItemId[8] = Curaga
- Set spellItemId[9] = Keyblade Training
- -------- The 'buyable' spells and 'real' spells must be listed correspondingly. --------
- Set realSpellId[0] = Dark Aura
- Set realSpellId[1] = Negative X
- Set realSpellId[2] = Crucial Hit
- Set realSpellId[3] = Dark Thundaga
- Set realSpellId[4] = Thundaga
- Set realSpellId[5] = Touch of Darkness
- Set realSpellId[6] = Lucky Hit
- Set realSpellId[7] = Evenings End
- Set realSpellId[8] = Curaga
- Set realSpellId[9] = Keyblade Training
- Events
Trigger:
- Hero Buys Spell
- Events
- Unit - A unit Sells an item (from shop)
- Conditions
- Actions
- Set tmpItem = (Sold Item)
- Set tmpUnit = (Buying unit)
- -------- Lets determine which spell was bought. --------
- For each (Integer A) from 0 to 3, do (Actions)
- Loop - Actions
- Set tmpInt = (Integer A)
- -------- Custom script to exit the loop when the right 'spell' was found. --------
- Custom script: exitwhen (GetItemTypeId(udg_tmpItem) == udg_spellItemId[udg_tmpInt])
- Loop - Actions
- -------- The right sold spells is found. --------
- -------- Now lets determine whether the buying hero already has this spells learnt or not. --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of realSpellId[tmpInt] for tmpUnit) Equal to 0
- Then - Actions
- -------- The hero does not have this spell. Lets 'learn' the spell. --------
- Unit - Add realSpellId[tmpInt] to tmpUnit
- Item - Remove (Item being manipulated)
- Else - Actions
- -------- The hero has this spell. --------
- -------- We have to determine whether it's an one level ultimate or a regular spell. --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- realSpellId[tmpInt] Equal to Storm, Earth, And Fire
- Then - Actions
- -------- The spell was an ultimate. As it's a one level spell, we have to refund the gold. --------
- Player - Add 450 to (Owner of tmpUnit) Current gold
- Item - Remove (Item being manipulated)
- Else - Actions
- -------- The spell was not an ultimate. --------
- -------- We have to determine whether the normal spell is maxed out or not. --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of realSpellId[tmpInt] for tmpUnit) Equal to 3
- Then - Actions
- -------- The spell is maxed out. Give gold back. --------
- Player - Add 150 to (Owner of tmpUnit) Current gold
- Item - Remove (Item being manipulated)
- Else - Actions
- -------- The spell is not maxed out. Increase the level of the spell. --------
- Unit - Increase level of realSpellId[tmpInt] for tmpUnit
- Item - Remove (Item being manipulated)
- If - Conditions
- If - Conditions
- If - Conditions
- Events
Is it something I can/should add to the trigger somewhere or something I need to fix in Object Editor? I'm sure it's something easy I'm just overlooking.
Any help is highly appreciated.:thup: + Rep to those who help.
Thanks.