- Joined
- Dec 9, 2014
- Messages
- 176
I'm sorry to always be asking for so much help. I just want to make this map work and I don't have all the experience many people here do.
The variable I'm looking for is in a trigger that I got from a different site on stacking and unstacking items. I needed a stacking system for quest items and what not. I need the variable it's using for how many is in a stack so that I can use it in quests and what not.
On a second question, I'm wondering if I'm going to be able to use this system for a bag system I will be putting in in the future? Thanks!
The variable I'm looking for is in a trigger that I got from a different site on stacking and unstacking items. I needed a stacking system for quest items and what not. I need the variable it's using for how many is in a stack so that I can use it in quests and what not.
On a second question, I'm wondering if I'm going to be able to use this system for a bag system I will be putting in in the future? Thanks!
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Stacking
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Events
- Unit - A unit Acquires an item
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Conditions
- (Charges remaining in (Item being manipulated)) Not equal to 0
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Actions
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))
- (Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) Less than (Item level of (Item carried by (Hero manipulating item) in slot (Integer A)))
- (Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + (Charges remaining in (Item being manipulated))) Greater than (Item level of (Item being manipulated))
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Then - Actions
- Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + ((Charges remaining in (Item being manipulated)) - (Item level of (Item being manipulated))))
- Item - Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to (Item level of (Item being manipulated))
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Else - Actions
- Item - Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to ((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + (Charges remaining in (Item being manipulated)))
- Item - Remove (Item being manipulated)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer A) from 1 to 6, do (Actions)
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Events
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Unstacking
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Events
- Unit - A unit Is issued an order targeting an object
- Conditions
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Actions
- Custom script: set udg_order = GetIssuedOrderId()
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- order Greater than or equal to 852002
- order Less than or equal to 852007
- (Target item of issued order) Equal to (Item carried by (Ordered unit) in slot (order - 852001))
- (Charges remaining in (Target item of issued order)) Greater than 1
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Then - Actions
- Item - Set charges remaining in (Target item of issued order) to ((Charges remaining in (Target item of issued order)) - 1)
- Set L = (Position of (Ordered unit))
- Item - Create (Item-type of (Target item of issued order)) at L
- Custom script: call RemoveLocation(udg_L)
- Item - Set charges remaining in (Last created item) to 1
- Else - Actions
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If - Conditions
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Events
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