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Leak Help

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Not open for further replies.
Level 6
Joined
Feb 18, 2010
Messages
153
Hey i think i got stupid leaks well i trying to make a crafting part for map
it all worked yesterday but today now it gives you items without having any items in hand

like you press craft it gives me a stick but it shouldnt you have metal use craft gives me iron but only meant to give me iron when you put metal into the fire

Reason i started to make a mini map of this cause wilderness survival and lost island surival maps are awesome but i cant find many of them so making my own tiny one lol

  • ConbineReq
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • (Item carried by (Casting unit) in slot 6) Equal to (Item carried by (Casting unit) of type Stick 2)
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Stick 2)
          • Wait 0.01 seconds
          • Item - Create Stick 3 at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • (Item carried by (Casting unit) in slot 6) Equal to (Item carried by (Casting unit) of type Stick)
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Stick)
          • Wait 0.01 seconds
          • Item - Create Stick 2 at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • ((Casting unit) has an item of type Glove) Equal to True
          • ((Casting unit) has an item of type Leather) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Leather)
          • Item - Remove (Item carried by (Casting unit) of type Glove)
          • Wait 0.01 seconds
          • Item - Create Leather Gloves at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • ((Casting unit) has an item of type Boots) Equal to True
          • ((Casting unit) has an item of type Leather) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Leather)
          • Item - Remove (Item carried by (Casting unit) of type Boots)
          • Wait 0.01 seconds
          • Item - Create Leather Boots at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • ((Casting unit) has an item of type Hat) Equal to True
          • ((Casting unit) has an item of type Leather) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Leather)
          • Item - Remove (Item carried by (Casting unit) of type Hat)
          • Wait 0.01 seconds
          • Item - Create Leather Heltmet at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • ((Casting unit) has an item of type Chestpiece) Equal to True
          • ((Casting unit) has an item of type Leather) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Leather)
          • Item - Remove (Item carried by (Casting unit) of type Chestpiece)
          • Wait 0.01 seconds
          • Item - Create Leather Armor at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • ((Casting unit) has an item of type Shield) Equal to True
          • ((Casting unit) has an item of type Leather) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Leather)
          • Item - Remove (Item carried by (Casting unit) of type Shield)
          • Wait 0.01 seconds
          • Item - Create Leather Shield at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • (Item carried by (Casting unit) in slot 1) Equal to (Item carried by (Casting unit) of type Leather Heltmet)
          • (Item carried by (Casting unit) in slot 2) Equal to (Item carried by (Casting unit) of type Leather Shield)
          • (Item carried by (Casting unit) in slot 3) Equal to (Item carried by (Casting unit) of type Leather Armor)
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Leather Shield)
          • Item - Remove (Item carried by (Casting unit) of type Leather Heltmet)
          • Item - Remove (Item carried by (Casting unit) of type Leather Armor)
          • Wait 0.01 seconds
          • Item - Create Leather Armor Set at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • (Item carried by (Casting unit) in slot 1) Equal to (Item carried by (Casting unit) of type Stone)
          • (Item carried by (Casting unit) in slot 2) Equal to (Item carried by (Casting unit) of type Stick)
          • (Item carried by (Casting unit) in slot 3) Equal to (Item carried by (Casting unit) of type Stick 2)
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Stone)
          • Item - Remove (Item carried by (Casting unit) of type Stick)
          • Item - Remove (Item carried by (Casting unit) of type Stick)
          • Wait 0.01 seconds
          • Item - Create Storage at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • (Item carried by (Casting unit) in slot 1) Equal to (Item carried by (Casting unit) of type Storage)
          • (Item carried by (Casting unit) in slot 2) Equal to (Item carried by (Casting unit) of type Stick)
          • (Item carried by (Casting unit) in slot 3) Equal to (Item carried by (Casting unit) of type Stone)
          • (Item carried by (Casting unit) in slot 4) Equal to (Item carried by (Casting unit) of type Stick 3)
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Stick)
          • Item - Remove (Item carried by (Casting unit) of type Stick 3)
          • Item - Remove (Item carried by (Casting unit) of type Stone)
          • Item - Remove (Item carried by (Casting unit) of type Storage)
          • Wait 0.01 seconds
          • Item - Create Tent at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • (Item carried by (Casting unit) in slot 1) Equal to (Item carried by (Casting unit) of type Faerie Wing)
          • ((Casting unit) has an item of type Broken Chain) Equal to True
          • ((Casting unit) has an item of type Gem) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Gem)
          • Item - Remove (Item carried by (Casting unit) of type Faerie Wing)
          • Item - Remove (Item carried by (Casting unit) of type Broken Chain)
          • Wait 0.01 seconds
          • Item - Create Enchanted Necklace at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • (Item carried by (Casting unit) in slot 1) Equal to (Item carried by (Casting unit) of type Contained Laser)
          • ((Casting unit) has an item of type Metal) Equal to True
          • ((Casting unit) has an item of type Gem) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Gem)
          • Item - Remove (Item carried by (Casting unit) of type Contained Laser)
          • Item - Remove (Item carried by (Casting unit) of type Metal)
          • Wait 0.01 seconds
          • Item - Create LaseBlade at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • ((Casting unit) has an item of type Axe) Equal to True
          • ((Casting unit) has an item of type Metal) Equal to True
          • ((Casting unit) has an item of type Iron) Equal to True
          • ((Casting unit) has an item of type Gem) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Metal)
          • Item - Remove (Item carried by (Casting unit) of type Gem)
          • Item - Remove (Item carried by (Casting unit) of type Iron)
          • Wait 0.01 seconds
          • Item - Create Gem FacePlate at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • ((Casting unit) has an item of type Axe) Equal to True
          • ((Casting unit) has an item of type Vial) Equal to True
          • ((Casting unit) has an item of type Iron) Equal to True
          • ((Casting unit) has an item of type Gem) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Vial)
          • Item - Remove (Item carried by (Casting unit) of type Gem)
          • Item - Remove (Item carried by (Casting unit) of type Iron)
          • Wait 0.01 seconds
          • Item - Create Snake Sword at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • ((Casting unit) has an item of type Deer Spine) Equal to True
          • ((Casting unit) has an item of type Wolf Spine) Equal to True
          • ((Casting unit) has an item of type Bear Spine) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Deer Spine)
          • Item - Remove (Item carried by (Casting unit) of type Wolf Spine)
          • Item - Remove (Item carried by (Casting unit) of type Bear Spine)
          • Wait 0.01 seconds
          • Item - Create Hide Armor +6 at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • ((Casting unit) has an item of type Stick) Equal to True
          • ((Casting unit) has an item of type Ball of Fire) Equal to True
          • ((Casting unit) has an item of type Flamable Plant) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Ball of Fire)
          • Item - Remove (Item carried by (Casting unit) of type Stick)
          • Item - Remove (Item carried by (Casting unit) of type Flamable Plant)
          • Wait 0.01 seconds
          • Item - Create Fire at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to (C)raft!
          • ((Casting unit) has an item of type Stick) Equal to True
          • ((Casting unit) has an item of type Stone) Equal to True
          • ((Casting unit) has an item of type Metal) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Casting unit) of type Metal)
          • Item - Remove (Item carried by (Casting unit) of type Stick)
          • Item - Remove (Item carried by (Casting unit) of type Stone)
          • Wait 0.01 seconds
          • Item - Create Axe at (Center of (Playable map area))
          • Wait 0.01 seconds
          • Hero - Give (Last created item) to (Casting unit)
        • Else - Actions
          • Do nothing

This is fire one just incase its that whats making it have problems

  • FireShit
    • Events
      • Unit - A unit Acquires 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 Stick 3
          • (Unit-type of (Hero manipulating item)) Equal to Fire
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Special Effect - Create a special effect at (Position of (Hero manipulating item)) using war3mapImported\FireNova.mdx
          • Unit - Set life of (Hero manipulating item) to ((Life of (Hero manipulating item)) + 50.00)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Stick 2
          • (Unit-type of (Hero manipulating item)) Equal to Fire
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Special Effect - Create a special effect at (Position of (Hero manipulating item)) using war3mapImported\FireNova.mdx
          • Unit - Set life of (Hero manipulating item) to ((Life of (Hero manipulating item)) + 50.00)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Flamable Plant
          • (Unit-type of (Hero manipulating item)) Equal to Fire
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Special Effect - Create a special effect at (Position of (Hero manipulating item)) using war3mapImported\FireNova.mdx
          • Unit - Set life of (Hero manipulating item) to ((Life of (Hero manipulating item)) + 25.00)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Deer Spine
          • (Unit-type of (Hero manipulating item)) Equal to Fire
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Wait 5.00 seconds
          • Special Effect - Create a special effect at (Position of (Hero manipulating item)) using war3mapImported\FireNova.mdx
          • Item - Create Leather at (Position of (Hero manipulating item))
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Wolf Spine
          • (Unit-type of (Hero manipulating item)) Equal to Fire
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Wait 5.00 seconds
          • Special Effect - Create a special effect at (Position of (Hero manipulating item)) using war3mapImported\FireNova.mdx
          • Item - Create Leather at (Position of (Hero manipulating item))
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Bantha Spine
          • (Unit-type of (Hero manipulating item)) Equal to Fire
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Wait 5.00 seconds
          • Special Effect - Create a special effect at (Position of (Hero manipulating item)) using war3mapImported\FireNova.mdx
          • Item - Create Leather at (Position of (Hero manipulating item))
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Bear Spine
          • (Unit-type of (Hero manipulating item)) Equal to Fire
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Wait 5.00 seconds
          • Special Effect - Create a special effect at (Position of (Hero manipulating item)) using war3mapImported\FireNova.mdx
          • Item - Create Leather at (Position of (Hero manipulating item))
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Stick
          • (Unit-type of (Hero manipulating item)) Equal to Fire
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Special Effect - Create a special effect at (Position of (Hero manipulating item)) using war3mapImported\FireNova.mdx
          • Unit - Set life of (Hero manipulating item) to ((Life of (Hero manipulating item)) + 50.00)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Vial
          • (Unit-type of (Hero manipulating item)) Equal to Fire
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Wait 5.00 seconds
          • Special Effect - Create a special effect at (Position of (Hero manipulating item)) using war3mapImported\FireNova.mdx
          • Item - Create Laser[(Random integer number between 1 and 4)] at (Position of (Hero manipulating item))
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Metal
          • (Unit-type of (Hero manipulating item)) Equal to Fire
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Wait 5.00 seconds
          • Special Effect - Create a special effect at (Position of (Hero manipulating item)) using war3mapImported\FireNova.mdx
          • Item - Create Iron at (Position of (Hero manipulating item))
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to UnCooked Meat
          • (Unit-type of (Hero manipulating item)) Equal to Fire
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Wait 5.00 seconds
          • Special Effect - Create a special effect at (Position of (Hero manipulating item)) using war3mapImported\FireNova.mdx
          • Item - Create Cooked Meat at (Position of (Hero manipulating item))
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Mushroom
          • (Unit-type of (Hero manipulating item)) Equal to Fire
        • Then - Actions
          • Item - Remove (Item being manipulated)
          • Wait 5.00 seconds
          • Special Effect - Create a special effect at (Position of (Hero manipulating item)) using war3mapImported\FireNova.mdx
          • Item - Create Vial at (Position of (Hero manipulating item))
        • Else - Actions
          • Do nothing
 
Last edited:
Level 16
Joined
May 1, 2008
Messages
1,605
Moin moin =)

You have more as just some leaks you know?

1) Remove those 0.01 waittimes anyway
2) When you use those 5.00 seconds waittime, it's not MUI anymore, which ruin the second trigger!
3) Delete every "Do nothing". It just waste memory and has NO function
4) In the first trigger replace every (casting unit) with (triggering unit)
5) You need to create a "point" variable. Set this point to the position, where you want create the effect. Then create this effect at (point variable). After you create the effect use another action "Special Effect - Destroy (last created effect) and you have to destroy the variable point with "Custom Script: call RemoveLocation(udg_varablename)
6) Same when you create items at point. Make a point variable, create the item at this point and destroy the point then.

Greetings and Peace
Dr. Boom
 
Level 6
Joined
Feb 18, 2010
Messages
153
there no problem with the fire one thats just incase itmight be that one effectiont he conbined one

Besides i did what ya said still gives me 2 wood out of nothing
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
- Position of "SOMETHING" always causes leak, follow Dr Boom's instructions
- Put the "IF" in the "ELSE"
- Use 'starts the effect on ability'
- Use 'Triggering unit' instead of 'casting unit'
- Use "(Ability being cast) Equal to (C)raft!" and "(Unit-type of (Hero manipulating item)) Equal to Fire" just "ONCE"
- Like what Dr Boom said, remove the bloody 'do nothing' and 'waits' coz it hurts my eyes :)
 
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