This is a recipe trigger for stackable items. I'm not sure if it leaks or anything, it's for a single player map if that means anything.
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ability being cast) Equal to Smelt Bronze
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((Triggering unit) has an item of type Copper Bar) Equal to True
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((Triggering unit) has an item of type Tin Bar) Equal to True
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Then - 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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For each (Integer B) 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
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(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Copper Bar
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(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to Tin Bar
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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
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(Charges remaining in (Item carried by (Triggering unit) in slot (Integer A))) Equal to 1
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(Charges remaining in (Item carried by (Triggering unit) in slot (Integer B))) Equal to 1
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Then - Actions
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Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
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Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
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Item - Create Bronze Bar at (Position of (Triggering unit))
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Item - Set charges remaining in (Last created item) to 2
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Charges remaining in (Item carried by (Triggering unit) in slot (Integer B))) Equal to 1
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Then - Actions
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Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
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Item - Set charges remaining in (Item carried by (Triggering unit) in slot (Integer A)) to ((Charges remaining in (Item carried by (Triggering unit) in slot (Integer A))) - 1)
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Item - Create Bronze Bar at (Position of (Triggering unit))
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Charges remaining in (Item carried by (Triggering unit) in slot (Integer A))) Equal to 1
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Then - Actions
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Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
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Item - Set charges remaining in (Item carried by (Triggering unit) in slot (Integer B)) to ((Charges remaining in (Item carried by (Triggering unit) in slot (Integer B))) - 1)
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Item - Create Bronze Bar at (Position of (Triggering unit))
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Item - Set charges remaining in (Last created item) to 2
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Else - Actions
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Item - Set charges remaining in (Item carried by (Triggering unit) in slot (Integer A)) to ((Charges remaining in (Item carried by (Triggering unit) in slot (Integer A))) - 1)
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Item - Set charges remaining in (Item carried by (Triggering unit) in slot (Integer B)) to ((Charges remaining in (Item carried by (Triggering unit) in slot (Integer B))) - 1)
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Item - Create Bronze Bar at (Position of (Triggering unit))
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Item - Set charges remaining in (Last created item) to 2
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Else - Actions
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Else - Actions
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Floating Text - Create floating text that reads Incorrect materials. above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 10.00%, 10.00%), and 0.00% transparency
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Set tmpFloat = (Last created floating text)
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Floating Text - Set the velocity of tmpFloat to 120.00 towards 270.00 degrees
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Floating Text - Change tmpFloat: Disable permanence
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Floating Text - Change the lifespan of tmpFloat to 2.00 seconds
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Floating Text - Change the fading age of tmpFloat to 0.00 seconds
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