| 02-22-2004, 12:32 AM | #1 |
Code:
Item Triggers
Events
Unit - A unit owned by Player 1 (Red) Acquires an item
Unit - A unit owned by Player 2 (Blue) Acquires an item
Unit - A unit owned by Player 3 (Teal) Acquires an item
Unit - A unit owned by Player 4 (Purple) Acquires an item
Unit - A unit owned by Player 5 (Yellow) Acquires an item
Conditions
Actions
Hero - Drop the item from slot 1 of LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Set ItemDropped1[(Player number of (Owner of (Triggering unit)))] = (Last dropped item)
Hero - Drop the item from slot 2 of LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Set ItemDropped2[(Player number of (Owner of (Triggering unit)))] = (Last dropped item)
Hero - Drop the item from slot 3 of LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Set ItemDropped3[(Player number of (Owner of (Triggering unit)))] = (Last dropped item)
Hero - Drop the item from slot 4 of LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Set ItemDropped4[(Player number of (Owner of (Triggering unit)))] = (Last dropped item)
Hero - Drop the item from slot 5 of LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Set ItemDropped5[(Player number of (Owner of (Triggering unit)))] = (Last dropped item)
Hero - Drop the item from slot 6 of LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Set ItemDropped6[(Player number of (Owner of (Triggering unit)))] = (Last dropped item)
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Item[(Integer A)]
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
ItemDropped1[(Player number of (Owner of (Triggering unit)))] Equal to No item
ItemDropped2[(Player number of (Owner of (Triggering unit)))] Equal to No item
ItemDropped3[(Player number of (Owner of (Triggering unit)))] Equal to No item
ItemDropped4[(Player number of (Owner of (Triggering unit)))] Equal to No item
ItemDropped5[(Player number of (Owner of (Triggering unit)))] Equal to No item
ItemDropped6[(Player number of (Owner of (Triggering unit)))] Equal to No item
Then - Actions
Hero - Give (Item being manipulated) to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Hero - Give ItemDropped1[(Player number of (Owner of (Triggering unit)))] to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Hero - Give ItemDropped2[(Player number of (Owner of (Triggering unit)))] to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Hero - Give ItemDropped3[(Player number of (Owner of (Triggering unit)))] to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Hero - Give ItemDropped4[(Player number of (Owner of (Triggering unit)))] to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Hero - Give ItemDropped5[(Player number of (Owner of (Triggering unit)))] to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Hero - Give ItemDropped6[(Player number of (Owner of (Triggering unit)))] to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Else - Actions
Hero - Give ItemDropped1[(Player number of (Owner of (Triggering unit)))] to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Hero - Give ItemDropped2[(Player number of (Owner of (Triggering unit)))] to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Hero - Give ItemDropped3[(Player number of (Owner of (Triggering unit)))] to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Hero - Give ItemDropped4[(Player number of (Owner of (Triggering unit)))] to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Hero - Give ItemDropped5[(Player number of (Owner of (Triggering unit)))] to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Hero - Give ItemDropped6[(Player number of (Owner of (Triggering unit)))] to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PotionUnitAmount[(Player number of (Owner of (Triggering unit)))] Equal to 6
Then - Actions
Game - Display to (All players) the text: |cff00ffccYou canno...
Hero - Drop (Item being manipulated) from Unit[(Player number of (Owner of (Triggering unit)))]
Else - Actions
Set PotionUnit1[(Player number of (Owner of (Triggering unit)))] = PotionUnit2[(Player number of (Owner of (Triggering unit)))]
Set PotionUnit2[(Player number of (Owner of (Triggering unit)))] = PotionUnit3[(Player number of (Owner of (Triggering unit)))]
Set PotionUnit3[(Player number of (Owner of (Triggering unit)))] = PotionUnit4[(Player number of (Owner of (Triggering unit)))]
Set PotionUnit4[(Player number of (Owner of (Triggering unit)))] = PotionUnit5[(Player number of (Owner of (Triggering unit)))]
Set PotionUnit5[(Player number of (Owner of (Triggering unit)))] = LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Unit - Create 1 ItemHolder for (Player((Player number of (Owner of (Triggering unit))))) at (Center of Items Region <gen>) facing Default building facing degrees
Set LastPotionUnit[(Integer A)] = (Last created unit)
Hero - Give (Item being manipulated) to LastPotionUnit[(Player number of (Owner of (Triggering unit)))]
Set PotionUnitAmount[(Player number of (Owner of (Triggering unit)))] = (PotionUnitAmount[(Player number of (Owner of (Triggering unit)))] + 1)
Else - ActionsIt just crashes as soon as I pick up an item. Code:
Hero - Give (Item being manipulated) to LastPotionUnit[(Player number of (Owner of (Triggering unit)))] |
| 02-22-2004, 05:33 AM | #2 |
You set the array index = IntegerA but then you call it with the player number. What if he is player 5? It should just ingore it and do nothing, but it might cause it to crash. |
| 02-23-2004, 04:11 AM | #3 |
Due to the lack of replies... I have figured the problem out myself over nearly an hour. I was creating an infinite loop if you look carefully. |
| 02-23-2004, 06:15 AM | #4 |
Hehe, I see that. I wonder how fast your memory filled up? |
