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Bugg Looting Trigger ?

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Level 4
Joined
Jan 21, 2013
Messages
42
Aquire:
  • Events
    • Unit - A unit Acquires an item
  • Conditions
    • (Charges remaining in (Item being manipulated)) Not equal to 0
  • 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 (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)
          • Then - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • 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))
              • 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))
              • 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)
          • Else - Actions
Split:
  • Events
    • Unit - A unit Is issued an order targeting an object
  • Conditions
  • Actions
    • Custom script: set udg_order = GetIssuedOrderId()
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • 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
      • Then - Actions
        • Item - Set charges remaining in (Target item of issued order) to ((Charges remaining in (Target item of issued order)) - 1)
        • Set Variable = (Position of (Ordered unit))
        • Item - Create (Item-type of (Target item of issued order)) at Point
        • Custom script: call RemoveLocation(udg_L)
        • Item - Set charges remaining in (Last created item) to 1
      • Else - Actions
 
Level 29
Joined
Oct 24, 2012
Messages
6,543
For the aquifer loop try changing it to a custom variable for the loop integer a tends to have some odd bugs at times. And for the split trigger u should look at what location ur usi g and wat ur removing. U set the position to a variable tht u created but u don't use tht variable instead u use a different variable called point and then remove a different variable completely. This does not make sense
 
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