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[Trigger] Help me with this please

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Level 9
Joined
Feb 15, 2013
Messages
372
  • Power Threads Change Copy
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Power Threads (Strenght)
          • (Item-type of (Item being manipulated)) Equal to Power Threads (Agility)
          • (Item-type of (Item being manipulated)) Equal to Power Threads (Intelligence)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Power Threads (Strenght)
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Hero - Create Power Threads (Agility) and give it to (Hero manipulating item)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item being manipulated)) Equal to Power Threads (Agility)
            • Then - Actions
              • Item - Remove (Item being manipulated)
              • Hero - Create Power Threads (Intelligence) and give it to (Hero manipulating item)
            • Else - Actions
              • Item - Remove (Item being manipulated)
              • Hero - Create Power Threads (Strenght) and give it to (Hero manipulating item)
I tried this but my power treads still not changing when i uses it, i already make it actively used already...

Can anyone help me?
 
Level 13
Joined
Jul 16, 2012
Messages
679
:wink: Hello again
i found this... this credits by nnieheayp

  • Power Treads
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Hero manipulating item) has an item of type Belt of Giant Strength) Equal to True
          • ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
          • ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
          • ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Item - Remove (Item carried by (Hero manipulating item) of type Belt of Giant Strength)
          • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
          • Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
          • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
          • Hero - Create Power Treads (Strength) and give it to (Hero manipulating item)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • ((Hero manipulating item) has an item of type Boots of Elvenskin) Equal to True
                  • ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
                  • ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
                  • ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Elvenskin)
              • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
              • Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
              • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
              • Hero - Create Power Treads (Agility) and give it to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • ((Hero manipulating item) has an item of type Robe of the Magi) Equal to True
                      • ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
                      • ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
                      • ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
                • Then - Actions
                  • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Robe of the Magi)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
                  • Hero - Create Power Treads (Intelligence) and give it to (Hero manipulating item)
                • Else - Actions
  • Power Treads Use
    • Events
      • Unit - A unit Uses an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Strength)
        • Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
                • Then - Actions
                  • Set TempInt = (Integer A)
                  • Item - Remove (Item being manipulated)
                  • Hero - Create Power Treads (Agility) and give it to (Hero manipulating item)
                  • Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
                  • For each (Integer B) from 1 to 999, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
                        • Then - Actions
                          • Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
                          • Skip remaining actions
                        • Else - Actions
                  • Skip remaining actions
                • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item being manipulated)) Equal to Power Treads (Agility)
            • Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
                    • Then - Actions
                      • Set TempInt = (Integer A)
                      • Item - Remove (Item being manipulated)
                      • Hero - Create Power Treads (Intelligence) and give it to (Hero manipulating item)
                      • Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
                      • For each (Integer B) from 1 to 999, do (Actions)
                        • Loop - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
                            • Then - Actions
                              • Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
                              • Skip remaining actions
                            • Else - Actions
                      • Skip remaining actions
                    • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-type of (Item being manipulated)) Equal to Power Treads (Intelligence)
                • Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
                        • Then - Actions
                          • Set TempInt = (Integer A)
                          • Item - Remove (Item being manipulated)
                          • Hero - Create Power Treads (Strength) and give it to (Hero manipulating item)
                          • Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
                          • For each (Integer B) from 1 to 999, do (Actions)
                            • Loop - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
                                • Then - Actions
                                  • Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
                                  • Skip remaining actions
                                • Else - Actions
                          • Skip remaining actions
                        • Else - Actions
                • Else - Actions
  • Power Treads Limit
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Agility)
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Strength)
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Intelligence)
    • 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 carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
              • Or - Any (Conditions) are true
                • Conditions
                  • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Agility)
                  • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Intelligence)
                  • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Strength)
            • Then - Actions
              • Hero - Drop (Item being manipulated) from (Hero manipulating item)
              • Cinematic - Clear the screen of text messages for (Player group((Owner of (Hero manipulating item))))
              • Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: ...
            • Else - Actions
  • Power Treads Recipe
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • ((Hero manipulating item) has an item of type Power Treads) Equal to True
    • Actions
      • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads)
      • Hero - Create Power Treads Recipe and give it to (Hero manipulating item)
  • Power Treads Order Point
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • ((Ordered unit) has an item of type Power Treads (Strength)) Equal to True
          • ((Ordered unit) has an item of type Power Treads (Agility)) Equal to True
          • ((Ordered unit) has an item of type Power Treads (Intelligence)) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Ordered unit) is in PowerTreadsGroup) Equal to False
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PowerTreadsCV Less than 1000
            • Then - Actions
              • Set PowerTreadsCV = (PowerTreadsCV + 1)
            • Else - Actions
              • Set PowerTreadsCV = 1
          • Set PowerTreadsUnit[PowerTreadsCV] = (Ordered unit)
          • Unit Group - Add PowerTreadsUnit[PowerTreadsCV] to PowerTreadsGroup
          • Set PowerTreadsOrderPoint[PowerTreadsCV] = (Target point of issued order)
        • Else - Actions
          • For each (Integer A) from 1 to 999, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Ordered unit) Equal to PowerTreadsUnit[(Integer A)]
                • Then - Actions
                  • Set PowerTreadsOrderPoint[(Integer A)] = (Target point of issued order)
                  • Skip remaining actions
                • Else - Actions
ITS WORK PROPERLY

Link
 
Level 29
Joined
Oct 24, 2012
Messages
6,543
:wink: Hello again
i found this... this credits by nnieheayp

  • Power Treads
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Hero manipulating item) has an item of type Belt of Giant Strength) Equal to True
          • ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
          • ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
          • ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Item - Remove (Item carried by (Hero manipulating item) of type Belt of Giant Strength)
          • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
          • Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
          • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
          • Hero - Create Power Treads (Strength) and give it to (Hero manipulating item)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • ((Hero manipulating item) has an item of type Boots of Elvenskin) Equal to True
                  • ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
                  • ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
                  • ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Elvenskin)
              • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
              • Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
              • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
              • Hero - Create Power Treads (Agility) and give it to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • ((Hero manipulating item) has an item of type Robe of the Magi) Equal to True
                      • ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
                      • ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
                      • ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
                • Then - Actions
                  • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Robe of the Magi)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
                  • Hero - Create Power Treads (Intelligence) and give it to (Hero manipulating item)
                • Else - Actions
  • Power Treads Use
    • Events
      • Unit - A unit Uses an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Strength)
        • Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
                • Then - Actions
                  • Set TempInt = (Integer A)
                  • Item - Remove (Item being manipulated)
                  • Hero - Create Power Treads (Agility) and give it to (Hero manipulating item)
                  • Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
                  • For each (Integer B) from 1 to 999, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
                        • Then - Actions
                          • Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
                          • Skip remaining actions
                        • Else - Actions
                  • Skip remaining actions
                • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item being manipulated)) Equal to Power Treads (Agility)
            • Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
                    • Then - Actions
                      • Set TempInt = (Integer A)
                      • Item - Remove (Item being manipulated)
                      • Hero - Create Power Treads (Intelligence) and give it to (Hero manipulating item)
                      • Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
                      • For each (Integer B) from 1 to 999, do (Actions)
                        • Loop - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
                            • Then - Actions
                              • Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
                              • Skip remaining actions
                            • Else - Actions
                      • Skip remaining actions
                    • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-type of (Item being manipulated)) Equal to Power Treads (Intelligence)
                • Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
                        • Then - Actions
                          • Set TempInt = (Integer A)
                          • Item - Remove (Item being manipulated)
                          • Hero - Create Power Treads (Strength) and give it to (Hero manipulating item)
                          • Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
                          • For each (Integer B) from 1 to 999, do (Actions)
                            • Loop - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
                                • Then - Actions
                                  • Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
                                  • Skip remaining actions
                                • Else - Actions
                          • Skip remaining actions
                        • Else - Actions
                • Else - Actions
  • Power Treads Limit
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Agility)
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Strength)
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Intelligence)
    • 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 carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
              • Or - Any (Conditions) are true
                • Conditions
                  • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Agility)
                  • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Intelligence)
                  • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Strength)
            • Then - Actions
              • Hero - Drop (Item being manipulated) from (Hero manipulating item)
              • Cinematic - Clear the screen of text messages for (Player group((Owner of (Hero manipulating item))))
              • Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: ...
            • Else - Actions
  • Power Treads Recipe
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • ((Hero manipulating item) has an item of type Power Treads) Equal to True
    • Actions
      • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads)
      • Hero - Create Power Treads Recipe and give it to (Hero manipulating item)
  • Power Treads Order Point
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • ((Ordered unit) has an item of type Power Treads (Strength)) Equal to True
          • ((Ordered unit) has an item of type Power Treads (Agility)) Equal to True
          • ((Ordered unit) has an item of type Power Treads (Intelligence)) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Ordered unit) is in PowerTreadsGroup) Equal to False
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PowerTreadsCV Less than 1000
            • Then - Actions
              • Set PowerTreadsCV = (PowerTreadsCV + 1)
            • Else - Actions
              • Set PowerTreadsCV = 1
          • Set PowerTreadsUnit[PowerTreadsCV] = (Ordered unit)
          • Unit Group - Add PowerTreadsUnit[PowerTreadsCV] to PowerTreadsGroup
          • Set PowerTreadsOrderPoint[PowerTreadsCV] = (Target point of issued order)
        • Else - Actions
          • For each (Integer A) from 1 to 999, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Ordered unit) Equal to PowerTreadsUnit[(Integer A)]
                • Then - Actions
                  • Set PowerTreadsOrderPoint[(Integer A)] = (Target point of issued order)
                  • Skip remaining actions
                • Else - Actions
ITS WORK PROPERLY

Link

These are incredibly inefficient. If you use this you should update it to make it more efficient.
 
Level 13
Joined
Dec 21, 2010
Messages
541
Yes. Also I don't understand how so many people don't understand how to not use And all conditions. The ITE even says all conditions are true.

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • And - All (Conditions) are true

Agree!!

the only possible place where And would be useful is when you want to have Or and have And inside of it

Example:

if (A or (A and B))

You got it!
 
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