- Joined
- Jun 20, 2017
- Messages
- 380
I have these triggers that crashes!
It basically splits and combines items!
And I have a toggle ability that can split or combine them!
Which I think it is because of Tasyen system that I messed up somewhere! not sure!
Combining Items of the same type.
It basically splits and combines items!
And I have a toggle ability that can split or combine them!
Which I think it is because of Tasyen system that I messed up somewhere! not sure!
Combining Items of the same type.
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Crown of Kings
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Events
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Unit - A unit Acquires an item
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Conditions
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(Item-type of (Item being manipulated)) Equal to Mask of Death
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Actions
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-------- Loop inventory of Hero --------
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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-------- Is the ItemType at Slot 1/2/3/4/5/6 =the same as the gained? --------
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-------- But not the gained --------
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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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(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Mask of Death
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(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item being manipulated)
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Then - Actions
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Item - Remove (Item carried by (Triggering unit) of type Mask of Death)
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Hero - Create Crown of Kings +5 and give it to (Triggering unit)
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Hero - Create Crown of Kings +5 and give it to (Triggering unit)
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-------- --------
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Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
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Special Effect - Destroy (Last created special effect)
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-------- End THis Trigger --------
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Skip remaining actions
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Else - Actions
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Mask of Death
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Events
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Unit - A unit Acquires an item
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Conditions
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(Item-type of (Item being manipulated)) Equal to Crown of Kings +5
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Actions
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-------- Loop inventory of Hero --------
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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-------- Is the ItemType at Slot 1/2/3/4/5/6 =the same as the gained? --------
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-------- But not the gained --------
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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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(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Crown of Kings +5
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(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item being manipulated)
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Then - Actions
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Item - Remove (Item carried by (Triggering unit) of type Crown of Kings +5)
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Item - Remove (Item carried by (Triggering unit) of type Crown of Kings +5)
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Hero - Create Mask of Death and give it to (Triggering unit)
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-------- --------
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Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
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Special Effect - Destroy (Last created special effect)
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-------- End THis Trigger --------
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Skip remaining actions
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Else - Actions
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Fuse Same Items init
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Events
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Map initialization
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Conditions
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Actions
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Set VariableSet FSI_Index = -1
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-------- --------
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-------- Ring of the Hell Lords --------
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Set VariableSet FSI_Index = (FSI_Index + 1)
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Set VariableSet FSI_Amount[FSI_Index] = 2
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Set VariableSet FSI_Material[FSI_Index] = Ring of the Hell Lords
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Set VariableSet FSI_Target[FSI_Index] = Vampiric Ring
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-------- --------
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-------- Next item --------
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-------- Demonic Remains --------
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Set VariableSet FSI_Index = (FSI_Index + 1)
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Set VariableSet FSI_Amount[FSI_Index] = 2
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Set VariableSet FSI_Material[FSI_Index] = Demonic Remains1
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Set VariableSet FSI_Target[FSI_Index] = Vladimir's Remains
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-------- --------
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Set VariableSet FSI_Index = (FSI_Index + 1)
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Set VariableSet FSI_Amount[FSI_Index] = 2
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Set VariableSet FSI_Material[FSI_Index] = Demonic Remains2
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Set VariableSet FSI_Target[FSI_Index] = Vladimir's Remains
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-------- --------
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Set VariableSet FSI_Index = (FSI_Index + 1)
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Set VariableSet FSI_Amount[FSI_Index] = 2
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Set VariableSet FSI_Material[FSI_Index] = Demonic Remains3
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Set VariableSet FSI_Target[FSI_Index] = Vladimir's Remains
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Fuse Same Items
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Events
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Unit - A unit Acquires an item
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Unit - A unit Uses an item
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Conditions
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Or - Any (Conditions) are true
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Conditions
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(Item-type of (Item being manipulated)) Equal to Ring of the Hell Lords
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(Item-type of (Item being manipulated)) Equal to Demonic Remains1
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(Item-type of (Item being manipulated)) Equal to Demonic Remains2
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(Item-type of (Item being manipulated)) Equal to Demonic Remains3
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Actions
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Set VariableSet FSI_ItemType = (Item-type of (Item being manipulated))
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Set VariableSet FSI_Counter = 0
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-------- --------
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-------- Loop inventory of Hero --------
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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-------- Is the ItemType at Slot 1/2/3/4/5/6 = the same as the gained? --------
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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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(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to FSI_ItemType
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Then - Actions
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-------- Yes increase Counter for each found type --------
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Set VariableSet FSI_Counter = (FSI_Counter + 1)
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Else - Actions
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-------- --------
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For each (Integer B) from 0 to FSI_Index, do (Actions)
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Loop - Actions
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-------- Find the Right Fusion and check if needed amount of Mats is available --------
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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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FSI_ItemType Equal to FSI_Material[(Integer B)]
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FSI_Counter Greater than or equal to FSI_Amount[(Integer B)]
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Then - Actions
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-------- Fuse --------
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-------- Amount of items to destroy --------
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Set VariableSet FSI_Counter = FSI_Amount[(Integer B)]
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-------- --------
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-------- Destroy and Count down --------
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - 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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(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to FSI_ItemType
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FSI_Counter Greater than 0
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Then - Actions
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Set VariableSet FSI_Counter = (FSI_Counter - 1)
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Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
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Else - Actions
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Hero - Create FSI_Target[(Integer B)] and give it to (Triggering unit)
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-------- --------
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Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
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Set VariableSet LastCreatedSpecialEffect = (Last created special effect)
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Special Effect - Destroy LastCreatedSpecialEffect
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Else - Actions
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Last edited: