| 02-18-2009, 02:03 PM | #1 |
I would like to know how can I make a unit still try to get an item even if his inventory is full if the item will combine with others in his inventory. Like this: You have 6 items, one of them is a glove and another is a sword. There is a recipe item that when you combine a glove, a sword and a circlet you get another item. There is a circlet on the floor, you order the unit to get it and them the hero take the item and the 3 combine into another item. Now you have 2 free slots. It also should work with items bought from shops, like in Dota. I'm using http://www.wc3campaigns.net/showthread.php?t=102272 I got some ideas from searching on google, like using "use when acquired" option on recipes, but that will not work with items that are not recipes :( |
| 02-18-2009, 03:33 PM | #2 |
im going to say make items purchased units instead - and go from there requires lot sof extra objects but if thats what you're looking for... |
| 02-18-2009, 04:25 PM | #3 |
Yea, emjlr3 is correct. DotA doesn't use items for anything except unit inventory. Once an item is bought, the item is then added to the unit via triggers. If an item is dropped, it is replaced by the associated unit. |
| 02-18-2009, 05:10 PM | #4 |
Things would be so much easier if wc3 allowed us to give a unit a 7th hidden inventory slot. |
| 02-18-2009, 05:11 PM | #5 |
Abuse can do it...I submitted a script to THW that pretty much let you do that, although for item stacking. Needed some odd abuse as far as I can remember. The more work way of use on pickup is better in at least one way, though. Still, check it out. |
| 02-18-2009, 05:57 PM | #6 | |
Quote:
When you drop a item it become a tome, useable on pickup. The stores also sells tomes too. I got that after searching in dota forums. Thanks everyone. |
| 02-18-2009, 07:04 PM | #7 |
Wow that makes so much more sense. Sorry man. |
