| 03-21-2005, 08:18 PM | #1 |
my problem is this: ive made a series of abilities based on item abilties (Item Armor Bonus, Item Mana Bonus, etc) and im having problems with a few of them Code:
function ItemAquire takes nothing returns nothing local unit whichUnit = GetManipulatingUnit() local integer whichItem = GetItemTypeId(GetManipulatedItem()) local integer n = GetPlayerId(GetOwningPlayer(whichUnit)) local player whichPlayer = GetOwningPlayer(whichUnit) local string ProperName = GetHeroProperName(whichUnit) local string Name = GetUnitName(whichUnit) local string ItemName = GetItemName(GetManipulatedItem()) local force whichForce = GetPlayersAllies(whichPlayer) local integer armor = 'A000' //BonusArmor 1 per # local integer damage = 'A001' //BonusDamage 1 per # local integer life = 'A002' //BonusLife 25 per # local integer mana = 'A003' //BonusMana 25 per # local integer str = 'A005' //BonusStrength 1 per # local integer move = 'A006' //BonusMoveSpeed 5units/s per # local integer dex = 'A007' //BonusDexterity 1 per # local integer wis = 'A008' //BonusWisdom 1 per # local integer spell = 'A009' //BonusSpellReduction 5% per # local integer sight = 'A00A' //BonusSightRange 200 per # if ( whichItem == 'I000' ) then //Amulet of Chance if (udg_LeaderType[n] == '1') then call IncAbilByN(armor,1,whichUnit) call IncAbilByN(mana,1,whichUnit) call DisplayTextToForce( whichForce, ProperName + ", the " + Name + " has obtained an " + ItemName + ".") endif elseif ( whichItem == 'I001' ) then //Amulet of Control if (udg_LeaderType[n] == '1') then call IncAbilByN(armor,2,whichUnit) call IncAbilByN(spell,4,whichUnit) call DisplayTextToForce( whichForce, ProperName + ", the " + Name + " has obtained an " + ItemName + ".") endif elseif ( whichItem == 'I007' ) then //Eyes of the Hawk if (((udg_FaithType[n] == '0') or (udg_FaithType[n] == '5') or (udg_FaithType[n] == '6')) and ((udg_LeaderType[n] == '0') or (udg_LeaderType[n] == '1'))) then call IncAbilByN(mana,3,whichUnit) call IncAbilByN(sight,3,whichUnit) call DisplayTextToForce( whichForce, ProperName + ", the " + Name + " has obtained an " + ItemName + ".") endif endif call DestroyForce(whichForce) endfunction thats the item pickup trigger that executes when a hero aquires an item. theres also a trigger that is nearly identical which triggers when a hero loses an item and so it removes the bonuses. ive tested it ingame and the armor, and the damage bonuses and i think some others work fine, theyre added correctly, and taken away correctly when a hero aquires or drops an item. however some things like Sight range bonus or Mana bonus arent added or subtracted at all even though they should be functionally identical to the others. is this just an engine thing? is there another passive ability that adds mana capacity to the hero? thanks for help, Anarki (PS i know theres like 5 million locals there, the trigger needs cleaning up) |
| 03-21-2005, 09:25 PM | #2 |
Guest | I'd also like to know this o.o |
| 03-22-2005, 04:59 AM | #3 |
nobody knows? |
