- Joined
- Dec 11, 2010
- Messages
- 101
Okay, so ill try to explain what i need the best i can.
Say that in slot 1, my gun has 7/7 charges left. When i reload, it will subtract 7 charges from item in slot 3. I got this working.
My problem is that, if i go to reload even if I am only missing 1 bullet, it will still take away 7 charges.
My Question is:
Is there an Item Action that will subtract Item Charges from slot 3 equal to the number of missing charges from Slot 1?
This is what I had originally, but i'm looking to make it so you dont "lose" excess charges from slot 1.
Say that in slot 1, my gun has 7/7 charges left. When i reload, it will subtract 7 charges from item in slot 3. I got this working.
My problem is that, if i go to reload even if I am only missing 1 bullet, it will still take away 7 charges.
My Question is:
Is there an Item Action that will subtract Item Charges from slot 3 equal to the number of missing charges from Slot 1?
This is what I had originally, but i'm looking to make it so you dont "lose" excess charges from slot 1.
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Reload Normal Guns
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Events
- Unit - A unit Finishes casting an ability
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Conditions
- ((Ability being cast) Equal to Reload [W] ) and (((Triggering unit) has buff Speed Cola ) Equal to False)
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Actions
- Unit - Remove Swap Weapons [Q] from (Triggering unit)
- Unit - Remove Reload [W] from (Triggering unit)
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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 (Triggering unit) in slot 1)) Less than or equal to 6) and ((Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to M1911)
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Then - Actions
- Floating Text - Create floating text that reads Reloading (1.90 sec... above (Triggering unit) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
- Wait 1.90 seconds
- Item - Set charges remaining in (Item carried by (Triggering unit) in slot 1) to 7
- Item - Set charges remaining in (Item carried by (Triggering unit) in slot 3) to ((Charges remaining in (Item carried by (Triggering unit) in slot 3)) - 7)
- Unit - Add Swap Weapons [Q] to (Triggering unit)
- Unit - Add Reload [W] to (Triggering unit)
- Floating Text - Destroy (Last created floating text)
- Else - Actions
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If - Conditions
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Events