| 01-30-2005, 03:18 PM | #1 |
I want to have a system in my game that will let the player combine three items. If the items are compatable, then they get the same prize as they would with any other combination of compatable items. So I want to have a trigger that says something like Event-Unit uses an item Condition-none Action- give manipulated item to Mixing Pot<gen> The problem is, that if I use the items, nothing happens. I think this is because I based it off of an item that doesn't do anything(campaign). Also, for some reason I've tried about 5 meathods of doing the same thing(Create item and give to hero, then remove the old item; make the item droppable and give to the hero; etc) What I have now is: Event-Unit uses an item Condition-none Action- create item of (manipulated item-type) to Mixing Pot<gen> remove-manipulated item turn off this trigger turn on (next trigger) Event-Unit uses an item Condition-none Action- create item of (manipulated item-type) to Mixing Pot<gen> remove-manipulated item turn off this trigger turn on (next trigger) Event-Unit uses an item Condition-none Action- create item of (manipulated item-type) to Mixing Pot<gen> remove-manipulated item turn off this trigger turn on (next trigger) Event-every .1 seconds Condition-none Action- IF: Item class(in other words, campaign,power-up,perminant,etc) of item in hero slot (1) is equal to item class of item in hero slot (2) AND Item class of item in hero slot (1) is equal to item class of item in hero slot (3) AND Item class of item in hero slot (2) is equal to item class of item in hero slot (3) THEN: remove those 3 items, and DO( whatever i want to give my hero) turn off this trigger turn on (first trigger) ----- So far this hasn't been working in the least. Sometimes the thing will trigger after only 2 items, sometimes after 3. Can anyone figure out how to mix items together? This isn't working for me. |
| 01-31-2005, 05:00 AM | #2 |
*points to the repository* |
| 01-31-2005, 08:53 AM | #3 |
I'm not sure this problem specifically is covered in the repository... Anyway, the event "unit uses an item" is not so good for using here, it would mean any actively used item would get teleported somewhere when you use it, and all passive items would need a dummy ability so they would be usable. Furthermore, I'm not sure what exactly are you trying to do, what do your triggers look like (can you please copy them from trigger editor directly? Just right click on the triger name and select the option "copy as text"). |
| 01-31-2005, 04:46 PM | #4 |
ok well, those are bacically my triggers, actually. I typed them out manually. I forgot I could copy as text (doh). Ok well, what I want it to do is this ( the purpose). I want the player to use an item that does nothing except activate this trigger. Once the item is used, it is placed in the "mixing pot". After 3 have been added it checks if they match. The direct use for such is like the game Risk. If the cards match the conditions for a set of cards, then they are put in the Discard Pile, and a second action give them the desired number of armies. I want the player to use the items in this way, because if they have, say 4 cards: 1 Infantry 1 Cavalry and 2 Artillery. ONE of the artillery is of a country they own, therefore giving them an extra army. The other is one they don't own. So: when they use the set, I want them to be able to choose which cards are used so they can play exactly the cards they want. |
| 02-03-2005, 02:00 PM | #5 |
um.... anyone? It should work like this. I use a card, it goes in a pot. I use a second card, it goes in the pot. I use a third card it goes in the pot. The trigger sets off after the third card and checks if the cards type match or are all different. If either of these are true- start trigger (Give Bonus)&destroy the cards. If neither are true-Give all items back to the current hero and display "No Match". If anyone has an idea...Mine hasn't worked so far, but I'll get back to trying other meathods soon. |
| 02-03-2005, 03:48 PM | #6 |
Guest | Did you give the items an ability? I think it has to be an ability u click and has no target, like all summon spell. this is how i would do it: 1: Base a item ability off "spellbook" (its not a real spellbook it only casts random spells). 2: Edit the spelllist field(s) (cant remember and editor not open) so that theyre empty. (you could rename it to "Do nothing") 3: Give the ability to your item I hope this will work. |
