- Joined
- Aug 16, 2013
- Messages
- 75
I am not sure why this trigger isn't working. It works when it checks for only 1 item from the Selling unit, but when you check for more items, it doesn't pass the conditions "Charges remaining in" said item.
I feel sort of stumped. I tried a couple methods but they didn't seem to work. Could anyone help?
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Craft Aqua Sword
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Events
- Unit - A unit owned by Neutral Passive Sells an item (from shop)
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Conditions
- (Item-type of (Sold Item)) Equal to Craft Aqua Sword
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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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And - All (Conditions) are true
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Conditions
- (Charges remaining in (Item carried by (Selling unit) of type Broadsword)) Greater than or equal to 1
- (Charges remaining in (Item carried by (Selling unit) of type Iron Ore)) Greater than or equal to 5
- (Charges remaining in (Item carried by (Selling unit) of type Copper Ore)) Greater than or equal to 8
- (Charges remaining in (Item carried by (Selling unit) of type Water Crystal)) Greater than or equal to 3
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Conditions
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And - All (Conditions) are true
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Then - Actions
- Set Craft_Chance = (Random integer number between 1 and 100)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Craft_Chance Less than or equal to 50
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Then - Actions
- Floating Text - Create floating text that reads Crafting Successful. at (Position of (Selling unit)) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
- Item - Set charges remaining in (Item carried by (Selling unit) of type Iron Ore) to ((Charges remaining in (Item carried by (Selling unit) of type Iron Ore)) - 5)
- Item - Set charges remaining in (Item carried by (Selling unit) of type Copper Ore) to ((Charges remaining in (Item carried by (Selling unit) of type Copper Ore)) - 8)
- Item - Set charges remaining in (Item carried by (Selling unit) of type Water Crystal) to ((Charges remaining in (Item carried by (Selling unit) of type Water Crystal)) - 3)
- Hero - Create Aqua Sword and give it to (Selling unit)
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Else - Actions
- Floating Text - Create floating text that reads Crafting Failed! at (Position of (Selling unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
- Item - Set charges remaining in (Item carried by (Selling unit) of type Iron Ore) to ((Charges remaining in (Item carried by (Selling unit) of type Iron Ore)) - 5)
- Item - Set charges remaining in (Item carried by (Selling unit) of type Copper Ore) to ((Charges remaining in (Item carried by (Selling unit) of type Copper Ore)) - 8)
- Item - Set charges remaining in (Item carried by (Selling unit) of type Water Crystal) to ((Charges remaining in (Item carried by (Selling unit) of type Water Crystal)) - 3)
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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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If - Conditions
- (Charges remaining in (Item carried by (Selling unit) of type Iron Ore)) Equal to 0
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Then - Actions
- Item - Remove (Item carried by (Selling unit) of type Iron Ore)
- 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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If - Conditions
- (Charges remaining in (Item carried by (Selling unit) of type Copper Ore)) Equal to 0
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Then - Actions
- Item - Remove (Item carried by (Selling unit) of type Copper Ore)
- 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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If - Conditions
- (Charges remaining in (Item carried by (Selling unit) of type Water Crystal)) Equal to 0
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Then - Actions
- Item - Remove (Item carried by (Selling unit) of type Water Crystal)
- Else - Actions
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If - Conditions
- 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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Events