Strange Item Problem

Azylaminaz

Vox Populi
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91
This is a problem I have never seen before. o_O

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
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):
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>
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... o_O

Can someone tell me why the effects would stay and how to remove the bug?
 
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