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Item Charges- Trigger-wise

05-21-2003, 01:44 AM#1
AresKaminari
Does anybody know any way to add a charge to a currently existing item in a hero's inventory through use of triggers?
05-21-2003, 12:54 PM#2
Dead-Inside
Well, ... If you mean that you have a wand with 3 charges of tornado, and then you use up 2, and you want to add 2, IT CAN'T BE DONE. But you can use a "non-charged" item, that is actually never used, and have a variable with the charges in an integer.
05-21-2003, 07:12 PM#3
ItMovesItDies
well you may not be able to charge it per se...

But couldnt you just use the triggers to replace the 1/3 charged item with a 3/3?

Current player brings one (Things name) to location (Blank), remove (Things name) and add 1 (Thing with full charge), reduce players money by (#)
*Sorry for putting that in SC editor mode i still havent memorized the WC one lol*
05-21-2003, 08:29 PM#4
AresKaminari
Oh we're beyond that. What I'm doing is I'm actually using an item to create a brand new level 6 type ultimate attack.

As of right now, the units' sixth slot item is dropped, and stored as a variable, then I give them a unit the item which 'summon's their 'ultimate attack unit', they get it, use it, then get their old item back. Wait 120 secs, and repeat.

But what I want to do is to just instantly create it in the sixth slot, make it a non-perishable but yet give it no charges, so you can't click it, but when she levels up to 6, give it a charge, and then when she uses it, it waits 120secs and gives her another, but it never leaves the slot. Any ideas?
05-22-2003, 10:45 AM#5
Vexorian
So you are creating a staff!

Then Create a non actively used item (with no abilities) that can't be dropped and has the same icon and name than the original item.

When A unit uses the original item give the hero the fake one, 120 seconds later remove the fake and give the hero the original.