Azylaminaz
Vox Populi
- Reaction score
- 91
This is a problem I have never seen before.
Okay, I am making it so all items can stack, charges can stack nine times, and constants (such as blades, cloak, and others) can stack five times.
I used the following triggers for stacking (made by someone I forgot):
Those work great. The problem is, it doesn't exactly stack the constant effects of items like blades and such, so I did the following for the cloak(untested, but if you can spot an error, would be helpful):
The real problem is with true constants, such as the blade, I attempted to fix it this way:
Two triggers to fix the never ending loop(how fun it is when you find them).
Five items, each with a different damage ability(50, 100, 150, 200, 250).
I got multiple problems here.. One, the items would stack in a strange matter sometimes.. But the big problem was... the damage effects stayed.. As in, say I had three stack claws (it would be converted to three 150 stacks, but only one takes effect).. it would work. But when I "lost"(dropped, sold, whatever), the damage effects would stay. So I could just drop and pick up the item until I had +3428934892378942350 damage...
Can someone tell me why the effects would stay and how to remove the bug?
Okay, I am making it so all items can stack, charges can stack nine times, and constants (such as blades, cloak, and others) can stack five times.
I used the following triggers for stacking (made by someone I forgot):
Code:
Stack
Events
Unit - A unit Acquires an item
Conditions
(Charges remaining in (Item being manipulated)) Not equal to 0
Actions
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 (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))
(Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) Less than (Item level of (Item carried by (Hero manipulating item) in slot (Integer A)))
(Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + (Charges remaining in (Item being manipulated))) Greater than (Item level of (Item being manipulated))
Then - Actions
Item - Set charges remaining in (Item being manipulated) to (((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + (Charges remaining in (Item being manipulated))) - (Item level of (Item being manipulated)))
Item - Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to (Item level of (Item being manipulated))
Else - Actions
Item - Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to ((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + (Charges remaining in (Item being manipulated)))
Item - Remove (Item being manipulated)
Else - Actions
Code:
Split
Events
Unit - A unit Is issued an order targeting an object
Conditions
Actions
Custom script: set udg_order = GetIssuedOrderId()
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
order Greater than or equal to 852002
order Less than or equal to 852007
(Target item of issued order) Equal to (Item carried by (Ordered unit) in slot (order - 852001))
(Charges remaining in (Target item of issued order)) Greater than 1
Then - Actions
Item - Set charges remaining in (Target item of issued order) to ((Charges remaining in (Target item of issued order)) - 1)
Set L = (Position of (Ordered unit))
Item - Create (Item-type of (Target item of issued order)) at L
Custom script: call RemoveLocation(udg_L)
Item - Set charges remaining in (Last created item) to 1
Else - Actions
Code:
Timed Abilities
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Set TempGroup[0] = (Units in (Entire map))
Unit Group - Pick every unit in TempGroup[0] and do (Actions)
Loop - Actions
Set TempLocation[0] = (Position of (Picked unit))
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 (Picked unit) in slot (Integer A))) Equal to Cloak of Flames [280]
Then - Actions
Set TempUnit[0] = (Picked unit)
Set TempGroup[1] = (Units within 160.00 of TempLocation[0])
Unit Group - Pick every unit in TempGroup[1] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A structure) Equal to True
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - ((Real((Charges remaining in (Item carried by TempUnit[0] in slot (Integer A))))) x 10.00))
Else - Actions
Custom script: call DestroyGroup (udg_TempGroup[1])
Else - Actions
Custom script: call RemoveLocation (udg_TempLocation[0])
Custom script: call DestroyGroup (udg_TempGroup[0])
The real problem is with true constants, such as the blade, I attempted to fix it this way:
Code:
Claws
Events
Unit - A unit Acquires an item
Unit - A unit Loses an item
Conditions
Actions
Trigger - Run Claws Finish <gen> (checking conditions)
Code:
Claws Finish
Events
Conditions
Actions
Trigger - Turn off Claws <gen>
Set TempGroup[0] = (Units in (Entire map))
Unit Group - Pick every unit in TempGroup[0] and do (Actions)
Loop - Actions
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
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Picked unit) in slot (Integer A))) Equal to Claws of Attack +50 [210] One
(Item-type of (Item carried by (Picked unit) in slot (Integer A))) Equal to Claws of Attack +50 [210] Two
(Item-type of (Item carried by (Picked unit) in slot (Integer A))) Equal to Claws of Attack +50 [210] Three
(Item-type of (Item carried by (Picked unit) in slot (Integer A))) Equal to Claws of Attack +50 [210] Four
(Item-type of (Item carried by (Picked unit) in slot (Integer A))) Equal to Claws of Attack +50 [210] Five
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Picked unit) in slot (Integer A))) Equal to 1
Then - Actions
Item - Remove (Item carried by (Picked unit) in slot (Integer A))
Hero - Create Claws of Attack +50 [210] One and give it to (Picked unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Picked unit) in slot (Integer A))) Equal to 2
Then - Actions
Item - Remove (Item carried by (Picked unit) in slot (Integer A))
Hero - Create Claws of Attack +50 [210] Two and give it to (Picked unit)
Hero - Create Claws of Attack +50 [210] Two and give it to (Picked unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Picked unit) in slot (Integer A))) Equal to 3
Then - Actions
Item - Remove (Item carried by (Picked unit) in slot (Integer A))
Hero - Create Claws of Attack +50 [210] Three and give it to (Picked unit)
Hero - Create Claws of Attack +50 [210] Three and give it to (Picked unit)
Hero - Create Claws of Attack +50 [210] Three and give it to (Picked unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Picked unit) in slot (Integer A))) Equal to 4
Then - Actions
Item - Remove (Item carried by (Picked unit) in slot (Integer A))
Hero - Create Claws of Attack +50 [210] Four and give it to (Picked unit)
Hero - Create Claws of Attack +50 [210] Four and give it to (Picked unit)
Hero - Create Claws of Attack +50 [210] Four and give it to (Picked unit)
Hero - Create Claws of Attack +50 [210] Four and give it to (Picked unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Picked unit) in slot (Integer A))) Equal to 5
Then - Actions
Item - Remove (Item carried by (Picked unit) in slot (Integer A))
Hero - Create Claws of Attack +50 [210] Five and give it to (Picked unit)
Hero - Create Claws of Attack +50 [210] Five and give it to (Picked unit)
Hero - Create Claws of Attack +50 [210] Five and give it to (Picked unit)
Hero - Create Claws of Attack +50 [210] Five and give it to (Picked unit)
Hero - Create Claws of Attack +50 [210] Five and give it to (Picked unit)
Else - Actions
Else - Actions
Custom script: call DestroyGroup (udg_TempGroup[0])
Trigger - Turn on Claws <gen>
Five items, each with a different damage ability(50, 100, 150, 200, 250).
I got multiple problems here.. One, the items would stack in a strange matter sometimes.. But the big problem was... the damage effects stayed.. As in, say I had three stack claws (it would be converted to three 150 stacks, but only one takes effect).. it would work. But when I "lost"(dropped, sold, whatever), the damage effects would stay. So I could just drop and pick up the item until I had +3428934892378942350 damage...
Can someone tell me why the effects would stay and how to remove the bug?