- Joined
- Oct 31, 2010
- Messages
- 1,057
anyone tell me why this doesn't work O:? i tried changing the trigger of this inventory system by the flood to make it switch when a unit casts a spell but it does not work O:
The system makes it so when you click the helmet (item) it changes your inventory to another inventory
the original triggers activate when the unit clicks on the helmet icon
while i tried changing it and making it activate when the units starts the spell
the problem is that the messages in the triggers run but the inventory switch does not run O:
The system makes it so when you click the helmet (item) it changes your inventory to another inventory
the original triggers activate when the unit clicks on the helmet icon
while i tried changing it and making it activate when the units starts the spell
the problem is that the messages in the triggers run but the inventory switch does not run O:
-
Open Eq Menu
-
Events
- Unit - A unit Uses an item
-
Conditions
- (Item-type of (Item being manipulated)) Equal to Equipment Menu
-
Actions
- Set InEqMenu[(Player number of (Owner of (Triggering unit)))] = True
- -------- - - - - --------
- -------- Store items in the normal inventory. --------
- -------- - - - - --------
- Set Item_Normal1[(Player number of (Owner of (Triggering unit)))] = (Item-type of (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot 1))
- Set Item_Normal1_ChargesLeft[(Player number of (Owner of (Triggering unit)))] = (Charges remaining in (Item carried by (Triggering unit) in slot 1))
- Set Item_Normal2[(Player number of (Owner of (Triggering unit)))] = (Item-type of (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot 2))
- Set Item_Normal2_ChargesLeft[(Player number of (Owner of (Triggering unit)))] = (Charges remaining in (Item carried by (Triggering unit) in slot 2))
- Set Item_Normal3[(Player number of (Owner of (Triggering unit)))] = (Item-type of (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot 3))
- Set Item_Normal3_ChargesLeft[(Player number of (Owner of (Triggering unit)))] = (Charges remaining in (Item carried by (Triggering unit) in slot 3))
- Set Item_Normal4[(Player number of (Owner of (Triggering unit)))] = (Item-type of (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot 4))
- Set Item_Normal4_ChargesLeft[(Player number of (Owner of (Triggering unit)))] = (Charges remaining in (Item carried by (Triggering unit) in slot 4))
- Set Item_Normal5[(Player number of (Owner of (Triggering unit)))] = (Item-type of (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot 5))
- Set Item_Normal5_ChargesLeft[(Player number of (Owner of (Triggering unit)))] = (Charges remaining in (Item carried by (Triggering unit) in slot 5))
- Set Item_Normal6[(Player number of (Owner of (Triggering unit)))] = (Item-type of (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot 6))
- Set Item_Normal6_ChargesLeft[(Player number of (Owner of (Triggering unit)))] = (Charges remaining in (Item carried by (Triggering unit) in slot 6))
-
For each (Integer B) from 1 to 6, do (Actions)
-
Loop - Actions
- Item - Remove (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot (Integer B))
-
Loop - Actions
- -------- - - - - --------
- -------- Recreate the items in your equipment menu. --------
- -------- - - - - --------
- Hero - Create Item_Head[(Player number of (Owner of (Triggering unit)))] and give it to Hero[(Player number of (Owner of (Triggering unit)))]
- Item - Make (Last created item) Undroppable
- Hero - Create Item_Armor[(Player number of (Owner of (Triggering unit)))] and give it to Hero[(Player number of (Owner of (Triggering unit)))]
- Item - Make (Last created item) Undroppable
- Hero - Create Item_Weapon[(Player number of (Owner of (Triggering unit)))] and give it to Hero[(Player number of (Owner of (Triggering unit)))]
- Item - Make (Last created item) Undroppable
- Hero - Create Item_Shield[(Player number of (Owner of (Triggering unit)))] and give it to Hero[(Player number of (Owner of (Triggering unit)))]
- Item - Make (Last created item) Undroppable
- Hero - Create Item_Amulet[(Player number of (Owner of (Triggering unit)))] and give it to Hero[(Player number of (Owner of (Triggering unit)))]
- Item - Make (Last created item) Undroppable
- Hero - Create Item_Ring[(Player number of (Owner of (Triggering unit)))] and give it to Hero[(Player number of (Owner of (Triggering unit)))]
- Item - Make (Last created item) Undroppable
- -------- - - - - --------
- Set playergroup = (Player group((Owner of (Triggering unit))))
- Game - Display to playergroup for 5.00 seconds the text: |cffffcc00Exit the ...
- Custom script: call DestroyForce(udg_playergroup)
-
Events
-
Close Eq Menu
-
Events
- Player - Player 1 (Red) skips a cinematic sequence
- Player - Player 2 (Blue) skips a cinematic sequence
- Player - Player 3 (Teal) skips a cinematic sequence
- Player - Player 4 (Purple) skips a cinematic sequence
- Player - Player 5 (Yellow) skips a cinematic sequence
- Player - Player 6 (Orange) skips a cinematic sequence
- Player - Player 7 (Green) skips a cinematic sequence
- Player - Player 8 (Pink) skips a cinematic sequence
- Player - Player 9 (Gray) skips a cinematic sequence
- Player - Player 10 (Light Blue) skips a cinematic sequence
- Player - Player 11 (Dark Green) skips a cinematic sequence
- Player - Player 12 (Brown) skips a cinematic sequence
-
Conditions
- InEqMenu[(Player number of (Triggering player))] Equal to True
-
Actions
- Set InEqMenu[(Player number of (Triggering player))] = False
- -------- - - - - --------
- -------- Store items in the equipment menu. --------
- -------- - - - - --------
- Set Item_Head[(Player number of (Triggering player))] = (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 1))
- Set Item_Armor[(Player number of (Triggering player))] = (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 2))
- Set Item_Weapon[(Player number of (Triggering player))] = (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 3))
- Set Item_Shield[(Player number of (Triggering player))] = (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 4))
- Set Item_Amulet[(Player number of (Triggering player))] = (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 5))
- Set Item_Ring[(Player number of (Triggering player))] = (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 6))
-
For each (Integer B) from 1 to 6, do (Actions)
-
Loop - Actions
- Item - Remove (Item carried by Hero[(Player number of (Triggering player))] in slot (Integer B))
-
Loop - Actions
- -------- - - - - --------
- -------- Recreate the items in your normal inventory. --------
- -------- - - - - --------
- Hero - Create Item_Normal1[(Player number of (Triggering player))] and give it to Hero[(Player number of (Triggering player))]
- Unit - Order Hero[(Player number of (Triggering player))] to move (Last created item) to inventory slot 1
- Item - Set charges remaining in (Last created item) to Item_Normal1_ChargesLeft[(Player number of (Triggering player))]
- -------- - - - - --------
- Hero - Create Item_Normal2[(Player number of (Triggering player))] and give it to Hero[(Player number of (Triggering player))]
- Unit - Order Hero[(Player number of (Triggering player))] to move (Last created item) to inventory slot 2
- Item - Set charges remaining in (Last created item) to Item_Normal2_ChargesLeft[(Player number of (Triggering player))]
- -------- - - - - --------
- Hero - Create Item_Normal3[(Player number of (Triggering player))] and give it to Hero[(Player number of (Triggering player))]
- Unit - Order Hero[(Player number of (Triggering player))] to move (Last created item) to inventory slot 3
- Item - Set charges remaining in (Last created item) to Item_Normal3_ChargesLeft[(Player number of (Triggering player))]
- -------- - - - - --------
- Hero - Create Item_Normal4[(Player number of (Triggering player))] and give it to Hero[(Player number of (Triggering player))]
- Unit - Order Hero[(Player number of (Triggering player))] to move (Last created item) to inventory slot 4
- Item - Set charges remaining in (Last created item) to Item_Normal4_ChargesLeft[(Player number of (Triggering player))]
- -------- - - - - --------
- Hero - Create Item_Normal5[(Player number of (Triggering player))] and give it to Hero[(Player number of (Triggering player))]
- Unit - Order Hero[(Player number of (Triggering player))] to move (Last created item) to inventory slot 5
- Item - Set charges remaining in (Last created item) to Item_Normal5_ChargesLeft[(Player number of (Triggering player))]
- -------- - - - - --------
- Hero - Create Item_Normal6[(Player number of (Triggering player))] and give it to Hero[(Player number of (Triggering player))]
- Unit - Order Hero[(Player number of (Triggering player))] to move (Last created item) to inventory slot 6
- Item - Set charges remaining in (Last created item) to Item_Normal6_ChargesLeft[(Player number of (Triggering player))]
-
Events
-
Open Eq Menu
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- InEqMenu[(Player number of (Triggering player))] Equal to True
- (Ability being cast) Equal to Inventory Switch
-
Actions
- Set InEqMenu[(Player number of (Owner of (Triggering unit)))] = True
- -------- - - - - --------
- -------- Store items in the normal inventory. --------
- -------- - - - - --------
- Set Item_Normal1[(Player number of (Owner of (Triggering unit)))] = (Item-type of (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot 1))
- Set Item_Normal1_ChargesLeft[(Player number of (Owner of (Triggering unit)))] = (Charges remaining in (Item carried by (Triggering unit) in slot 1))
- Set Item_Normal2[(Player number of (Owner of (Triggering unit)))] = (Item-type of (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot 2))
- Set Item_Normal2_ChargesLeft[(Player number of (Owner of (Triggering unit)))] = (Charges remaining in (Item carried by (Triggering unit) in slot 2))
- Set Item_Normal3[(Player number of (Owner of (Triggering unit)))] = (Item-type of (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot 3))
- Set Item_Normal3_ChargesLeft[(Player number of (Owner of (Triggering unit)))] = (Charges remaining in (Item carried by (Triggering unit) in slot 3))
- Set Item_Normal4[(Player number of (Owner of (Triggering unit)))] = (Item-type of (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot 4))
- Set Item_Normal4_ChargesLeft[(Player number of (Owner of (Triggering unit)))] = (Charges remaining in (Item carried by (Triggering unit) in slot 4))
- Set Item_Normal5[(Player number of (Owner of (Triggering unit)))] = (Item-type of (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot 5))
- Set Item_Normal5_ChargesLeft[(Player number of (Owner of (Triggering unit)))] = (Charges remaining in (Item carried by (Triggering unit) in slot 5))
- Set Item_Normal6[(Player number of (Owner of (Triggering unit)))] = (Item-type of (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot 6))
- Set Item_Normal6_ChargesLeft[(Player number of (Owner of (Triggering unit)))] = (Charges remaining in (Item carried by (Triggering unit) in slot 6))
-
For each (Integer B) from 1 to 6, do (Actions)
-
Loop - Actions
- Item - Remove (Item carried by Hero[(Player number of (Owner of (Triggering unit)))] in slot (Integer B))
-
Loop - Actions
- -------- - - - - --------
- -------- Recreate the items in your equipment menu. --------
- -------- - - - - --------
- Hero - Create Item_Head[(Player number of (Owner of (Triggering unit)))] and give it to Hero[(Player number of (Owner of (Triggering unit)))]
- Item - Make (Last created item) Undroppable
- Hero - Create Item_Armor[(Player number of (Owner of (Triggering unit)))] and give it to Hero[(Player number of (Owner of (Triggering unit)))]
- Item - Make (Last created item) Undroppable
- Hero - Create Item_Weapon[(Player number of (Owner of (Triggering unit)))] and give it to Hero[(Player number of (Owner of (Triggering unit)))]
- Item - Make (Last created item) Undroppable
- Hero - Create Item_Shield[(Player number of (Owner of (Triggering unit)))] and give it to Hero[(Player number of (Owner of (Triggering unit)))]
- Item - Make (Last created item) Undroppable
- Hero - Create Item_Amulet[(Player number of (Owner of (Triggering unit)))] and give it to Hero[(Player number of (Owner of (Triggering unit)))]
- Item - Make (Last created item) Undroppable
- Hero - Create Item_Ring[(Player number of (Owner of (Triggering unit)))] and give it to Hero[(Player number of (Owner of (Triggering unit)))]
- Item - Make (Last created item) Undroppable
- -------- - - - - --------
- Set playergroup = (Player group((Owner of (Triggering unit))))
- Game - Display to playergroup for 5.00 seconds the text: |cffffcc00Exit the ...
- Custom script: call DestroyForce(udg_playergroup)
-
Events
-
Close Eq Menu
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- InEqMenu[(Player number of (Triggering player))] Equal to True
- (Ability being cast) Equal to Inventory Switch
-
Actions
- Set InEqMenu[(Player number of (Triggering player))] = False
- -------- - - - - --------
- -------- Store items in the equipment menu. --------
- -------- - - - - --------
- Set Item_Head[(Player number of (Triggering player))] = (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 1))
- Set Item_Armor[(Player number of (Triggering player))] = (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 2))
- Set Item_Weapon[(Player number of (Triggering player))] = (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 3))
- Set Item_Shield[(Player number of (Triggering player))] = (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 4))
- Set Item_Amulet[(Player number of (Triggering player))] = (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 5))
- Set Item_Ring[(Player number of (Triggering player))] = (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 6))
-
For each (Integer B) from 1 to 6, do (Actions)
-
Loop - Actions
- Item - Remove (Item carried by Hero[(Player number of (Triggering player))] in slot (Integer B))
-
Loop - Actions
- -------- - - - - --------
- -------- Recreate the items in your normal inventory. --------
- -------- - - - - --------
- Hero - Create Item_Normal1[(Player number of (Triggering player))] and give it to Hero[(Player number of (Triggering player))]
- Unit - Order Hero[(Player number of (Triggering player))] to move (Last created item) to inventory slot 1
- Item - Set charges remaining in (Last created item) to Item_Normal1_ChargesLeft[(Player number of (Triggering player))]
- -------- - - - - --------
- Hero - Create Item_Normal2[(Player number of (Triggering player))] and give it to Hero[(Player number of (Triggering player))]
- Unit - Order Hero[(Player number of (Triggering player))] to move (Last created item) to inventory slot 2
- Item - Set charges remaining in (Last created item) to Item_Normal2_ChargesLeft[(Player number of (Triggering player))]
- -------- - - - - --------
- Hero - Create Item_Normal3[(Player number of (Triggering player))] and give it to Hero[(Player number of (Triggering player))]
- Unit - Order Hero[(Player number of (Triggering player))] to move (Last created item) to inventory slot 3
- Item - Set charges remaining in (Last created item) to Item_Normal3_ChargesLeft[(Player number of (Triggering player))]
- -------- - - - - --------
- Hero - Create Item_Normal4[(Player number of (Triggering player))] and give it to Hero[(Player number of (Triggering player))]
- Unit - Order Hero[(Player number of (Triggering player))] to move (Last created item) to inventory slot 4
- Item - Set charges remaining in (Last created item) to Item_Normal4_ChargesLeft[(Player number of (Triggering player))]
- -------- - - - - --------
- Hero - Create Item_Normal5[(Player number of (Triggering player))] and give it to Hero[(Player number of (Triggering player))]
- Unit - Order Hero[(Player number of (Triggering player))] to move (Last created item) to inventory slot 5
- Item - Set charges remaining in (Last created item) to Item_Normal5_ChargesLeft[(Player number of (Triggering player))]
- -------- - - - - --------
- Hero - Create Item_Normal6[(Player number of (Triggering player))] and give it to Hero[(Player number of (Triggering player))]
- Unit - Order Hero[(Player number of (Triggering player))] to move (Last created item) to inventory slot 6
- Item - Set charges remaining in (Last created item) to Item_Normal6_ChargesLeft[(Player number of (Triggering player))]
-
Events