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"Make Item" Trigger Skill

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This is about the Object Editor+Trigger Editor.
Now, in this game I've played, Scrub Troll Tribes Alpha 7&9, there's a Make Item skill. Like in Island Troll Tribes. How do you make the triggers like that so it will make the item?
Like:
Slot One: Rock
Slow Two: Stick
Equals Club

Press the Make Item button to make it. What is the suggested skill? And what will be the trigger? Sort of like an event like: Hero Uses Skill

[EDIT]
Also, a trigger that when specific items of a type are in a structure that WILL BE BUILT makes an item. Like:
I made a structure called HOUSE
The HOUSE can make something called STICK
I need to put a log into the house then use a make item skill
How do you do that trigger?
A structure that must be made by a unit has a trigger that the structure itself can make items. Since the structure WILL BE made, I can't make a trigger for it.
[EDIT]
I just edited it..
Don't scratch that.. I can't find the trigger to make it like that.
 
Last edited:
Base the Make Item skill off Channel. Then,
  • Trigger
  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Make Item
  • Actions
    • If (All conditions are true) then do (Actions) else do (Actions)
      • If - Conditions
        • ((Triggering unit) has an item of type Rock) Equal to True //Boolean comparison
        • ((Triggering unit) has an item of type Stick) Equal to True //Boolean comparison
      • Then - Actions
        • Item - Remove (Item carried by (Triggering unit) of type Rock)
        • Item - Remove (Item carried by (Triggering unit) of type Stick)
        • Hero - Create Club and give it to (Triggering unit)
      • Else - Actions
        • Game - Display to (Player Group(Owner of (Triggering unit))) the text "You do not have enough items to proceed"
For the "will be made" part, or "post-placed" units, use this:
  • Trigger
  • Events
    • Unit - A unit finishes construction
  • Conditions
    • (Unit-type of (Triggering unit)) Equal to House
  • Actions
    • Unit Group - Add (Triggering unit) to Group
  • Trigger2
  • Events
    • Unit - A unit dies
  • Conditions
    • ((Triggering unit) is in Group) Equal to True //Boolean Comparison
  • Actions
    • Unit Group - Remove (Triggering unit) from Group
Now, whenever you want to refer to your building:
  • Actions
  • Unit Group - Pick every unit in Group and do (Actions)
    • Loop - Actions
      • Unit - Set life of (Picked unit) to 20.00 //Example action
 
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