Vulcansurge
Ultra Cool Member
- Reaction score
- 27
Hello guys,
Im making a trigger to upgrade items, similar to later versions of Battle Tanks, but to no avail. Here is my trigger.
CODE:
VARIABLES:
ItemUpgrading is to stop two items being upgraded at once.
tempInt is used to make sure the player has enough gold.
tempGroup is used to chat to a single player.
ME THINKS THIS:
Now, me thinks that the item I'm using, because it isnt charged, is not going through the trigger. I have enabled the "Stats - Actively Used" but that didnt work. Should I make a dummy ability that adds zero health to the hero so it still looks like it is using the item?
Im gereous with +rep and I like to credit any help I recieve!
Im making a trigger to upgrade items, similar to later versions of Battle Tanks, but to no avail. Here is my trigger.
CODE:
Code:
UpgradeCannon
Events
Unit - A unit Uses an item
Conditions
ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] Equal to No item
Actions
Set tempInt[0] = ((Owner of (Hero manipulating item)) Current gold)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Basic Cannon (Level 1)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
tempInt[0] Greater than or equal to 600
Then - Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item)
Item - Remove (Item being manipulated)
Hero - Create Upgrading Item and give it to (Hero manipulating item)
Set ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] = (Last created item)
Wait 10.00 seconds
Hero - Drop ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] from (Hero manipulating item)
Hero - Create Basic Cannon (Level 2) and give it to (Hero manipulating item)
Set ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] = No item
Else - Actions
Set tempGroup = (Player group((Owner of (Hero manipulating item))))
Game - Display to tempGroup for 5.00 seconds the text: |cFF0000FFNote:|r
Game - Display to tempGroup the text: You do not have eno...
Game - Display to tempGroup for 5.00 seconds the text:
Custom script: call DestroyForce(udg_tempGroup)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Basic Cannon (Level 2)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
tempInt[0] Greater than or equal to 700
Then - Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item)
Item - Remove (Item being manipulated)
Hero - Create Upgrading Item and give it to (Hero manipulating item)
Set ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] = (Last created item)
Wait 10.00 seconds
Hero - Drop ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] from (Hero manipulating item)
Hero - Create Basic Cannon (Level 3) and give it to (Hero manipulating item)
Set ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] = No item
Else - Actions
Set tempGroup = (Player group((Owner of (Hero manipulating item))))
Game - Display to tempGroup for 5.00 seconds the text: |cFF0000FFNote:|r
Game - Display to tempGroup the text: You do not have eno...
Game - Display to tempGroup for 5.00 seconds the text:
Custom script: call DestroyForce(udg_tempGroup)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Basic Cannon (Level 3)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
tempInt[0] Greater than or equal to 800
Then - Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item)
Item - Remove (Item being manipulated)
Hero - Create Upgrading Item and give it to (Hero manipulating item)
Set ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] = (Last created item)
Wait 10.00 seconds
Hero - Drop ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] from (Hero manipulating item)
Hero - Create Basic Cannon (Level 4) and give it to (Hero manipulating item)
Set ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] = No item
Else - Actions
Set tempGroup = (Player group((Owner of (Hero manipulating item))))
Game - Display to tempGroup for 5.00 seconds the text: |cFF0000FFNote:|r
Game - Display to tempGroup the text: You do not have eno...
Game - Display to tempGroup for 5.00 seconds the text:
Custom script: call DestroyForce(udg_tempGroup)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Basic Cannon (Level 4)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
tempInt[0] Greater than or equal to 900
Then - Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item)
Item - Remove (Item being manipulated)
Hero - Create Upgrading Item and give it to (Hero manipulating item)
Set ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] = (Last created item)
Wait 10.00 seconds
Hero - Drop ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] from (Hero manipulating item)
Hero - Create Basic Cannon (Level 5) and give it to (Hero manipulating item)
Set ItemUpgrading[(Player number of (Owner of (Hero manipulating item)))] = No item
Else - Actions
Set tempGroup = (Player group((Owner of (Hero manipulating item))))
Game - Display to tempGroup for 5.00 seconds the text: |cFF0000FFNote:|r
Game - Display to tempGroup the text: You do not have eno...
Game - Display to tempGroup for 5.00 seconds the text:
Custom script: call DestroyForce(udg_tempGroup)
Else - Actions
Do nothing
VARIABLES:
ItemUpgrading is to stop two items being upgraded at once.
tempInt is used to make sure the player has enough gold.
tempGroup is used to chat to a single player.
ME THINKS THIS:
Now, me thinks that the item I'm using, because it isnt charged, is not going through the trigger. I have enabled the "Stats - Actively Used" but that didnt work. Should I make a dummy ability that adds zero health to the hero so it still looks like it is using the item?
Im gereous with +rep and I like to credit any help I recieve!