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[Trigger] Help me with this please

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Level 9
Joined
Feb 15, 2013
Messages
372
  • Power Threads Change Copy
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Power Threads (Strenght)
          • (Item-type of (Item being manipulated)) Equal to Power Threads (Agility)
          • (Item-type of (Item being manipulated)) Equal to Power Threads (Intelligence)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Power Threads (Strenght)
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Hero - Create Power Threads (Agility) and give it to (Hero manipulating item)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item being manipulated)) Equal to Power Threads (Agility)
            • Then - Actions
              • Item - Remove (Item being manipulated)
              • Hero - Create Power Threads (Intelligence) and give it to (Hero manipulating item)
            • Else - Actions
              • Item - Remove (Item being manipulated)
              • Hero - Create Power Threads (Strenght) and give it to (Hero manipulating item)
I tried this but my power treads still not changing when i uses it, i already make it actively used already...

Can anyone help me?
 
Level 13
Joined
Jul 16, 2012
Messages
679
:wink: Hello again
i found this... this credits by nnieheayp

  • Power Treads
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Hero manipulating item) has an item of type Belt of Giant Strength) Equal to True
          • ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
          • ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
          • ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Item - Remove (Item carried by (Hero manipulating item) of type Belt of Giant Strength)
          • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
          • Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
          • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
          • Hero - Create Power Treads (Strength) and give it to (Hero manipulating item)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • ((Hero manipulating item) has an item of type Boots of Elvenskin) Equal to True
                  • ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
                  • ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
                  • ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Elvenskin)
              • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
              • Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
              • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
              • Hero - Create Power Treads (Agility) and give it to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • ((Hero manipulating item) has an item of type Robe of the Magi) Equal to True
                      • ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
                      • ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
                      • ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
                • Then - Actions
                  • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Robe of the Magi)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
                  • Hero - Create Power Treads (Intelligence) and give it to (Hero manipulating item)
                • Else - Actions
  • Power Treads Use
    • Events
      • Unit - A unit Uses an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Strength)
        • Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
                • Then - Actions
                  • Set TempInt = (Integer A)
                  • Item - Remove (Item being manipulated)
                  • Hero - Create Power Treads (Agility) and give it to (Hero manipulating item)
                  • Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
                  • For each (Integer B) from 1 to 999, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
                        • Then - Actions
                          • Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
                          • Skip remaining actions
                        • Else - Actions
                  • Skip remaining actions
                • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item being manipulated)) Equal to Power Treads (Agility)
            • Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
                    • Then - Actions
                      • Set TempInt = (Integer A)
                      • Item - Remove (Item being manipulated)
                      • Hero - Create Power Treads (Intelligence) and give it to (Hero manipulating item)
                      • Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
                      • For each (Integer B) from 1 to 999, do (Actions)
                        • Loop - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
                            • Then - Actions
                              • Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
                              • Skip remaining actions
                            • Else - Actions
                      • Skip remaining actions
                    • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-type of (Item being manipulated)) Equal to Power Treads (Intelligence)
                • Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
                        • Then - Actions
                          • Set TempInt = (Integer A)
                          • Item - Remove (Item being manipulated)
                          • Hero - Create Power Treads (Strength) and give it to (Hero manipulating item)
                          • Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
                          • For each (Integer B) from 1 to 999, do (Actions)
                            • Loop - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
                                • Then - Actions
                                  • Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
                                  • Skip remaining actions
                                • Else - Actions
                          • Skip remaining actions
                        • Else - Actions
                • Else - Actions
  • Power Treads Limit
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Agility)
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Strength)
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Intelligence)
    • 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 carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
              • Or - Any (Conditions) are true
                • Conditions
                  • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Agility)
                  • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Intelligence)
                  • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Strength)
            • Then - Actions
              • Hero - Drop (Item being manipulated) from (Hero manipulating item)
              • Cinematic - Clear the screen of text messages for (Player group((Owner of (Hero manipulating item))))
              • Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: ...
            • Else - Actions
  • Power Treads Recipe
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • ((Hero manipulating item) has an item of type Power Treads) Equal to True
    • Actions
      • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads)
      • Hero - Create Power Treads Recipe and give it to (Hero manipulating item)
  • Power Treads Order Point
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • ((Ordered unit) has an item of type Power Treads (Strength)) Equal to True
          • ((Ordered unit) has an item of type Power Treads (Agility)) Equal to True
          • ((Ordered unit) has an item of type Power Treads (Intelligence)) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Ordered unit) is in PowerTreadsGroup) Equal to False
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PowerTreadsCV Less than 1000
            • Then - Actions
              • Set PowerTreadsCV = (PowerTreadsCV + 1)
            • Else - Actions
              • Set PowerTreadsCV = 1
          • Set PowerTreadsUnit[PowerTreadsCV] = (Ordered unit)
          • Unit Group - Add PowerTreadsUnit[PowerTreadsCV] to PowerTreadsGroup
          • Set PowerTreadsOrderPoint[PowerTreadsCV] = (Target point of issued order)
        • Else - Actions
          • For each (Integer A) from 1 to 999, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Ordered unit) Equal to PowerTreadsUnit[(Integer A)]
                • Then - Actions
                  • Set PowerTreadsOrderPoint[(Integer A)] = (Target point of issued order)
                  • Skip remaining actions
                • Else - Actions
ITS WORK PROPERLY

Link
 
:wink: Hello again
i found this... this credits by nnieheayp

  • Power Treads
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Hero manipulating item) has an item of type Belt of Giant Strength) Equal to True
          • ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
          • ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
          • ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Item - Remove (Item carried by (Hero manipulating item) of type Belt of Giant Strength)
          • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
          • Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
          • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
          • Hero - Create Power Treads (Strength) and give it to (Hero manipulating item)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • ((Hero manipulating item) has an item of type Boots of Elvenskin) Equal to True
                  • ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
                  • ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
                  • ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Elvenskin)
              • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
              • Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
              • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
              • Hero - Create Power Treads (Agility) and give it to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • ((Hero manipulating item) has an item of type Robe of the Magi) Equal to True
                      • ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
                      • ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
                      • ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
                • Then - Actions
                  • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Robe of the Magi)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
                  • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
                  • Hero - Create Power Treads (Intelligence) and give it to (Hero manipulating item)
                • Else - Actions
  • Power Treads Use
    • Events
      • Unit - A unit Uses an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Strength)
        • Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
                • Then - Actions
                  • Set TempInt = (Integer A)
                  • Item - Remove (Item being manipulated)
                  • Hero - Create Power Treads (Agility) and give it to (Hero manipulating item)
                  • Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
                  • For each (Integer B) from 1 to 999, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
                        • Then - Actions
                          • Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
                          • Skip remaining actions
                        • Else - Actions
                  • Skip remaining actions
                • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item being manipulated)) Equal to Power Treads (Agility)
            • Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
                    • Then - Actions
                      • Set TempInt = (Integer A)
                      • Item - Remove (Item being manipulated)
                      • Hero - Create Power Treads (Intelligence) and give it to (Hero manipulating item)
                      • Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
                      • For each (Integer B) from 1 to 999, do (Actions)
                        • Loop - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
                            • Then - Actions
                              • Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
                              • Skip remaining actions
                            • Else - Actions
                      • Skip remaining actions
                    • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-type of (Item being manipulated)) Equal to Power Treads (Intelligence)
                • Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
                        • Then - Actions
                          • Set TempInt = (Integer A)
                          • Item - Remove (Item being manipulated)
                          • Hero - Create Power Treads (Strength) and give it to (Hero manipulating item)
                          • Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
                          • For each (Integer B) from 1 to 999, do (Actions)
                            • Loop - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
                                • Then - Actions
                                  • Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
                                  • Skip remaining actions
                                • Else - Actions
                          • Skip remaining actions
                        • Else - Actions
                • Else - Actions
  • Power Treads Limit
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Agility)
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Strength)
          • (Item-type of (Item being manipulated)) Equal to Power Treads (Intelligence)
    • 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 carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
              • Or - Any (Conditions) are true
                • Conditions
                  • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Agility)
                  • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Intelligence)
                  • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Strength)
            • Then - Actions
              • Hero - Drop (Item being manipulated) from (Hero manipulating item)
              • Cinematic - Clear the screen of text messages for (Player group((Owner of (Hero manipulating item))))
              • Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: ...
            • Else - Actions
  • Power Treads Recipe
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • ((Hero manipulating item) has an item of type Power Treads) Equal to True
    • Actions
      • Item - Remove (Item carried by (Hero manipulating item) of type Power Treads)
      • Hero - Create Power Treads Recipe and give it to (Hero manipulating item)
  • Power Treads Order Point
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • ((Ordered unit) has an item of type Power Treads (Strength)) Equal to True
          • ((Ordered unit) has an item of type Power Treads (Agility)) Equal to True
          • ((Ordered unit) has an item of type Power Treads (Intelligence)) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Ordered unit) is in PowerTreadsGroup) Equal to False
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PowerTreadsCV Less than 1000
            • Then - Actions
              • Set PowerTreadsCV = (PowerTreadsCV + 1)
            • Else - Actions
              • Set PowerTreadsCV = 1
          • Set PowerTreadsUnit[PowerTreadsCV] = (Ordered unit)
          • Unit Group - Add PowerTreadsUnit[PowerTreadsCV] to PowerTreadsGroup
          • Set PowerTreadsOrderPoint[PowerTreadsCV] = (Target point of issued order)
        • Else - Actions
          • For each (Integer A) from 1 to 999, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Ordered unit) Equal to PowerTreadsUnit[(Integer A)]
                • Then - Actions
                  • Set PowerTreadsOrderPoint[(Integer A)] = (Target point of issued order)
                  • Skip remaining actions
                • Else - Actions
ITS WORK PROPERLY

Link

These are incredibly inefficient. If you use this you should update it to make it more efficient.
 
Yes. Also I don't understand how so many people don't understand how to not use And all conditions. The ITE even says all conditions are true.

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • And - All (Conditions) are true

Agree!!

the only possible place where And would be useful is when you want to have Or and have And inside of it

Example:

if (A or (A and B))

You got it!
 
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