| 05-12-2005, 11:39 PM | #1 |
Guest | ok i have these variables: Set Items[6] = Mask of Insanity - 1500 Set Items[7] = Mask of Death Set Items[8] = Crown of Kings +5 and i want the "mask of death" and the mask of "insanity-1500" to combine to create my "mask of insanity" and my trigger for itme combing does groups of threes so i set the "no item" to crown of kings but when i get a mask and then the recipe they combine into nothing but when i get the recipie then the mask it combines perfectly...could some one check this and tell me where i screwed up: Code:
Item Sytem
Events
Unit - A unit Acquires an item
Conditions
Actions
For each (Integer D) from 0 to 2, do (Actions)
Loop - Actions
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Items[(D x 3)]
Then - Actions
For each (Integer B) from 1 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to Items[((D x 3) + 1)]
(Integer B) Not equal to (Integer A)
Then - Actions
For each (Integer C) from 1 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
Items[((D x 3) + 2)] Equal to Crown of Kings +5
(Item-type of (Item carried by (Triggering unit) in slot C)) Equal to Items[((D x 3) + 2)]
C Not equal to (Integer A)
C Not equal to (Integer B)
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Items[((D x 3) + 2)] Equal to Crown of Kings +5
Then - Actions
Else - Actions
Item - Remove (Item carried by (Triggering unit) in slot C)
Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Items\AIlm\AIlmTarget.mdl
Special Effect - Destroy (Last created special effect)
Hero - Create ResultingItem[D] and give it to (Triggering unit)
Else - Actions
Else - Actions
Else - Actions |
| 05-12-2005, 11:55 PM | #2 |
Guest | more info: i did a different combination with 3 items and it deletes the item you make if you get the second item first. The mask of death is the second item also. so now we just need to figure out why its always deletes the resulting item if the first item you buy is the second item... |
| 05-13-2005, 07:05 AM | #3 |
After you create the result item for the hero, use the "skip remaining actions" action. Without it, you are just asking for trouble, allowing the trigger to run after it has done it's job, not to mention that action calls this trigger again and once it runs, all your variables are messed up. I'm still not sure how that could cause the error you are describing, but maybe it does and this will fix it... |
| 05-13-2005, 02:58 PM | #4 |
Guest | thnx! i'll look into it |
| 05-13-2005, 03:10 PM | #5 |
Guest | omg i love u! Errr not that type of love but yeah anyways it worked thnx! btw: i tried giving rep but this computer has problems so when i get on a different one i'll give it to you. |
| 05-16-2005, 02:15 PM | #6 |
Great trigger |
