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you can do this
Events
Unit - A unit Acquires an item
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type name of item) Equal to (==) True
((Hero manipulating item) has an item of type name of item) Equal to (==) True
((Hero manipulating item) has an item of type name of item) Equal to (==) True
((Hero manipulating item) has an item of type name of item Recipe) Equal to (==) True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type name of item)
Item - Remove (Item carried by (Hero manipulating item) of type name of item)
Item - Remove (Item carried by (Hero manipulating item) of type name of item)
Item - Remove (Item carried by (Hero manipulating item) of type name of item Recipe)
Hero - Create name of item and give it to (Triggering unit)
and if you like you can add a Special Effect
Else - Actions
you can do this
Events
Unit - A unit Acquires an item
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type name of item) Equal to (==) True
((Hero manipulating item) has an item of type name of item) Equal to (==) True
((Hero manipulating item) has an item of type name of item) Equal to (==) True
((Hero manipulating item) has an item of type name of item Recipe) Equal to (==) True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type name of item)
Item - Remove (Item carried by (Hero manipulating item) of type name of item)
Item - Remove (Item carried by (Hero manipulating item) of type name of item)
Item - Remove (Item carried by (Hero manipulating item) of type name of item Recipe)
Hero - Create name of item and give it to (Triggering unit)
and if you like you can add a Special Effect
Else - Actions
you can do this
Events
Unit - A unit Acquires an item
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type name of item) Equal to (==) True
((Hero manipulating item) has an item of type name of item) Equal to (==) True
((Hero manipulating item) has an item of type name of item) Equal to (==) True
((Hero manipulating item) has an item of type name of item Recipe) Equal to (==) True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type name of item)
Item - Remove (Item carried by (Hero manipulating item) of type name of item)
Item - Remove (Item carried by (Hero manipulating item) of type name of item)
Item - Remove (Item carried by (Hero manipulating item) of type name of item Recipe)
Hero - Create name of item and give it to (Triggering unit)
and if you like you can add a Special Effect
Else - Actions
It won't work because if unit acquires an item, all the above conditions is full fill ( the trigger wont check whether the unit has 2 same item type) and will still execute this buggy trigger.
In order to make it work, you must use loop function to check through all the Triggering Unit's slot ( to know whether the unit has how many same type of item) and if he has 2 (or more depend on your item recipe), run the actions.
It won't work because if unit acquires an item, all the above conditions is full fill ( the trigger wont check whether the unit has 2 same item type) and will still execute this buggy trigger.
In order to make it work, you must use loop function to check through all the Triggering Unit's slot ( to know whether the unit has how many same type of item) and if he has 2 (or more depend on your item recipe), run the actions.
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