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okay i need help on a trigger... it is about combining and item but i need to know how to combine 3 items that are the same and not only need one to combine them.
Untitled Trigger 001

Events


Unit - A unit Acquires an item

Conditions


And - All (Conditions) are true



Conditions




(Item-type of (Item being manipulated)) Equal to Tome of Experience




(Number of items carried by (Triggering unit)) Equal to 3

Actions


-------- Do whatever you want here. --------
please, can you discribe it a little better??? because i don't understand what you have written there m8 :/
Upgrade weapon

Events


Unit - A unit Acquires an item

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Or - Any (Conditions) are true





Conditions






Claws of Attack +6 Equal to (Item-type of (Item being manipulated))



Then - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Item-type of (Item carried by (Hero manipulating item) in slot 1)) Equal to (Item-type of (Item being manipulated))






(Item carried by (Hero manipulating item) in slot 1) Not equal to (Item being manipulated)





Then - Actions






Item - Remove (Item being manipulated)






Item - Remove (Item carried by (Hero manipulating item) in slot 1)






Hero - Create Claws of Attack +9 and give it to (Hero manipulating item)






Skip remaining actions





Else - Actions






Do nothing




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Item-type of (Item carried by (Hero manipulating item) in slot 2)) Equal to (Item-type of (Item being manipulated))






(Item carried by (Hero manipulating item) in slot 2) Not equal to (Item being manipulated)





Then - Actions






Item - Remove (Item carried by (Hero manipulating item) in slot 2)






Item - Remove (Item being manipulated)






Hero - Create Claws of Attack +9 and give it to (Hero manipulating item)






Skip remaining actions





Else - Actions






Do nothing




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Item-type of (Item carried by (Hero manipulating item) in slot 3)) Equal to (Item-type of (Item being manipulated))






(Item carried by (Hero manipulating item) in slot 3) Not equal to (Item being manipulated)





Then - Actions






Item - Remove (Item carried by (Hero manipulating item) in slot 3)






Item - Remove (Item being manipulated)






Hero - Create Claws of Attack +9 and give it to (Hero manipulating item)






Skip remaining actions





Else - Actions






Do nothing




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Item-type of (Item carried by (Hero manipulating item) in slot 4)) Equal to (Item-type of (Item being manipulated))






(Item carried by (Hero manipulating item) in slot 4) Not equal to (Item being manipulated)





Then - Actions






Item - Remove (Item carried by (Hero manipulating item) in slot 4)






Item - Remove (Item being manipulated)






Hero - Create Claws of Attack +9 and give it to (Hero manipulating item)






Skip remaining actions





Else - Actions






Do nothing




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Item-type of (Item carried by (Hero manipulating item) in slot 5)) Equal to (Item-type of (Item being manipulated))






(Item carried by (Hero manipulating item) in slot 5) Not equal to (Item being manipulated)





Then - Actions






Item - Remove (Item carried by (Hero manipulating item) in slot 5)






Item - Remove (Item being manipulated)






Hero - Create Claws of Attack +9 and give it to (Hero manipulating item)






Skip remaining actions





Else - Actions






Do nothing




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Item-type of (Item carried by (Hero manipulating item) in slot 6)) Equal to (Item-type of (Item being manipulated))






(Item carried by (Hero manipulating item) in slot 6) Not equal to (Item being manipulated)





Then - Actions






Item - Remove (Item carried by (Hero manipulating item) in slot 6)






Item - Remove (Item being manipulated)






Hero - Create Claws of Attack +9 and give it to (Hero manipulating item)






Skip remaining actions





Else - Actions






Do nothing



Else - Actions




Do nothing
holy moly that is long!!!!!!! but will probaly work ^_^
thats right srry for the not explaining but thx!! Doyfus i nvr knew i could do that that way hehe thx!!!
Some Trigger

Events


Unit - A unit Acquires an item

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Or - Any (Conditions) are true





Conditions






Claws of Attack +6 Equal to (Item-type of (Item being manipulated))






Claws of Attack +9 Equal to (Item-type of (Item being manipulated))






Claws of Attack +12 Equal to (Item-type of (Item being manipulated))



Then - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Item-type of (Item carried by (Hero manipulating item) in slot 1)) Equal to (Item-type of (Item being manipulated))






(Item carried by (Hero manipulating item) in slot 1) Not equal to (Item being manipulated)





Then - Actions






Item - Remove (Item being manipulated)






Item - Remove (Item carried by (Hero manipulating item) in slot 1)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(Item-type of (Item being manipulated)) Equal to Claws of Attack +6







Then - Actions








Hero - Create Claws of Attack +9 and give it to (Hero manipulating item)








Skip remaining 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 Claws of Attack +9







Then - Actions








Hero - Create Claws of Attack +12 and give it to (Hero manipulating item)








Skip remaining 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 Claws of Attack +12







Then - Actions








Hero - Create Claws of Attack +15 and give it to (Hero manipulating item)








Skip remaining actions







Else - Actions





Else - Actions



Else - Actions
init

Events


Map initialization

Conditions

Actions


Set Item_Type[0] = Claws of Attack +6


Set Item_Type[1] = Claws of Attack +9


Set Item_Type[2] = Claws of Attack +12
Naga Pwnz

Events


Unit - A unit Acquires an item

Conditions

Actions


For each (Integer A) from 1 to 3, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Item-type of (Item being manipulated)) Not equal to Item_Type[3]






(Item-type of (Item being manipulated)) Equal to (Item-type of (Item carried by (Triggering unit) of type Item_Type[(Integer A)]))





Then - Actions






Item - Remove (Item being manipulated)






Item - Remove (Item carried by (Triggering unit) of type Item_Type[(Integer A)])






Hero - Create Item_Type[((Integer A) + 1)] and give it to (Triggering unit)





Else - Actions
[tags], by doing this:
[trig.ger] put here your trigger [/trig.ger] - Without the dots of course.
If you don't know how to get your trigger into a text, go into a trigger, now look a line up from the Events and you'll see a white page with the name of the trigger to the right of it.
Right Click on it and do "Copy As Text".
Now Ctrl+V (paste) in the middle of the trigger tags.
For your question, you can't copy codes from here.
Just try to find this things and if you really can't, ask me and ill tell you where hey are.
[Offtopic] humpadumpa, I remember you saying you don't know how to use Integer[A/B] loops.
You should learn, they are really usefull at shortening codes
It isn't hard really, and if you want a explaination I would be glad to make a thread for it so people can learn how to use them.
Well.. i know how to use them and i understand them, (u have explained b4 ^^)
but i don't know "special" stuff about them. (if there are any >.<)
There isn't any "special stuff" about them that I know about.
They just allow you to use arrays way better![]()
Please, Siwewca and Jansi, please use trigger tagsas Ghostwolf said, copy the triggers as text. Then paste and do [(Trigger)] before the text and [(/Trigger)] after the text. (Without the () )
Combine

Events


Unit - A unit Acquires an item

Conditions


(Item-type of (Item being manipulated)) Equal to Claws+6

Actions


For each (Integer A) from 1 to 6, do (If ((Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Claws+6) then do (Set int = (int + 1)) else do (Do nothing))


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




int Equal to 4



Then - Actions




For each (Integer A) from 1 to 6, do (If ((Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Claws+6) then do (Item - Remove (Item carried by (Hero manipulating item) in slot (Integer A))) else do (Do nothing))




Hero - Create Claws+12 and give it to (Hero manipulating item)




Set int = 0



Else - Actions




Set int = 0
TS LS to AS

Events


Unit - A unit Acquires an item

Conditions


And - All (Conditions) are true



Conditions




(Item-type of (Item carried by (Triggering unit) of type Fire Sword)) Equal to (Item-type of (Item being manipulated))

Actions


Item - Remove (Item being manipulated)


Hero - Create Hell Fire Sword and give it to (Triggering unit)
Add item

Events


Unit - A unit Acquires an item

Conditions


Or - Any (Conditions) are true



Conditions




(Item-type of (Item being manipulated)) Equal to ItemType[1]




(Item-type of (Item being manipulated)) Equal to ItemType[2]




(Item-type of (Item being manipulated)) Equal to ItemType[3]




(Item-type of (Item being manipulated)) Equal to ItemType[4]

Actions


For each (Integer A) from 1 to 10, do (Actions)



Loop - Actions




For each (Integer B) from 1 to 6, do (Actions)





Loop - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








Or - Any (Conditions) are true









Conditions










And - All (Conditions) are true











Conditions












(Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to ItemType[(Integer A)]












(Item-type of (Item carried by (Hero manipulating item) in slot 2)) Equal to ItemType[(Integer A)]












(Item carried by (Hero manipulating item) in slot (Integer B)) Not equal to (Item being manipulated)












(Item carried by (Hero manipulating item) in slot 2) Not equal to (Item being manipulated)










And - All (Conditions) are true











Conditions












(Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to ItemType[(Integer A)]












(Item-type of (Item carried by (Hero manipulating item) in slot 3)) Equal to ItemType[(Integer A)]












(Item carried by (Hero manipulating item) in slot (Integer B)) Not equal to (Item being manipulated)












(Item carried by (Hero manipulating item) in slot 3) Not equal to (Item being manipulated)










And - All (Conditions) are true











Conditions












(Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to ItemType[(Integer A)]












(Item-type of (Item carried by (Hero manipulating item) in slot 4)) Equal to ItemType[(Integer A)]












(Item carried by (Hero manipulating item) in slot (Integer B)) Not equal to (Item being manipulated)












(Item carried by (Hero manipulating item) in slot 4) Not equal to (Item being manipulated)










And - All (Conditions) are true











Conditions












(Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to ItemType[(Integer A)]












(Item-type of (Item carried by (Hero manipulating item) in slot 5)) Equal to ItemType[(Integer A)]












(Item carried by (Hero manipulating item) in slot (Integer B)) Not equal to (Item being manipulated)












(Item carried by (Hero manipulating item) in slot 5) Not equal to (Item being manipulated)










And - All (Conditions) are true











Conditions












(Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to ItemType[(Integer A)]












(Item-type of (Item carried by (Hero manipulating item) in slot 6)) Equal to ItemType[(Integer A)]












(Item carried by (Hero manipulating item) in slot (Integer B)) Not equal to (Item being manipulated)












(Item carried by (Hero manipulating item) in slot 6) Not equal to (Item being manipulated)










And - All (Conditions) are true











Conditions












(Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to ItemType[(Integer A)]












(Item-type of (Item carried by (Hero manipulating item) in slot 1)) Equal to ItemType[(Integer A)]












(Item carried by (Hero manipulating item) in slot (Integer B)) Not equal to (Item being manipulated)












(Item carried by (Hero manipulating item) in slot 1) Not equal to (Item being manipulated)







Then - Actions








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(Item-type of (Item being manipulated)) Equal to ItemType[(Integer A)]









Then - Actions










Item - Remove (Item being manipulated)










Hero - Create ItemType[((Integer A) + 1)] and give it to (Triggering unit)









Else - Actions







Else - Actions
TS LS to AS

Events


Unit - A unit Acquires an item

Conditions


And - All (Conditions) are true



Conditions




(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Fire Sword




(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Laser Sword




(Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to Thunder Sword

Actions


Item - Remove (Item carried by (Triggering unit) in slot 1)


Item - Remove (Item carried by (Triggering unit) in slot 2)


Item - Remove (Item carried by (Triggering unit) in slot 3)


Hero - Create Hell Fire Sword and give it to (Triggering unit)
Combine

Events


Unit - A unit Acquires an item

Conditions

Actions


For each (Integer B) from 0 to 8, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Item-type of (Item being manipulated)) Equal to Item[(Integer B)]





Then - Actions






For each (Integer A) from 1 to 6, do (If ((Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))) then do (Set int = (int + 1)) else do (Do nothing))






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








int Equal to 3







Then - Actions








For each (Integer A) from 1 to 6, do (If ((Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))) then do (Item - Remove (Item carried by (Hero manipulating item) in slot (Integer A))) else do (Do nothing))








Hero - Create Item[((Integer B) + 1)] and give it to (Hero manipulating item)








Set int = 0







Else - Actions








Set int = 0





Else - Actions
