I have a few items that are all set up in similar ways and all have the same issue. These are items that start as "Actively Used" false and become "Actively Used" true after they gain 1 more or charges or after they gain max charges (depending on the item). What I've found is that when I die with any of these items when they are "usable" they will drop on death and show the correct number of charges on them on the item on the ground. When I try to pick them up I can't, they disappear. Why are they dropping on the ground / how can I prevent this?
These are the facts:
1. An item that gains charges but is not yet toggle to usable will not drop on death.
2. An item that gains charges and is made usable will drop on death.
3. If an item was made usable, is used, and is now toggled back to unusable, it will not drop on death (regardless of number of charges).
4. Same as 3, but if it goes back to usable after this it will drop on death (redundant of 2, the point is to say that through its lifecycles these truths still hold)
5. I am doing this on a hero, not a unit with backpack, other 60+ items in the game function normally on hero death.
Here is an example of one of the items. They start unusable and becomes usable through the triggers that follow
This isn't relevant but including it in case of an oversight.
Here is where the item becomes unusable again after using it
These are the facts:
1. An item that gains charges but is not yet toggle to usable will not drop on death.
2. An item that gains charges and is made usable will drop on death.
3. If an item was made usable, is used, and is now toggled back to unusable, it will not drop on death (regardless of number of charges).
4. Same as 3, but if it goes back to usable after this it will drop on death (redundant of 2, the point is to say that through its lifecycles these truths still hold)
5. I am doing this on a hero, not a unit with backpack, other 60+ items in the game function normally on hero death.
Here is an example of one of the items. They start unusable and becomes usable through the triggers that follow
This isn't relevant but including it in case of an oversight.
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Disintegration Staff Pickup
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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 Disintegration Staff
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((Triggering unit) is an illusion) Equal to False
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Actions
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Trigger - Turn on Disintegration Staff Activate <gen>
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Trigger - Turn on Disintegration Staff Gain Charge <gen>
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Trigger - Turn on Disintegration Staff Lost <gen>
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Disintegration Staff Gain Charge
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Events
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Unit - A unit Takes damage
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Conditions
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((Triggering unit) has an item of type Disintegration Staff) Equal to True
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(Damage From Normal Attack) Equal to True
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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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(Charges remaining in (Item carried by (Triggering unit) of type Disintegration Staff)) Less than 30
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Then - 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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(Charges remaining in (Item carried by (Triggering unit) of type Disintegration Staff)) Equal to 29
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Then - Actions
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Item - Set Item: (Item carried by (Triggering unit) of type Disintegration Staff)'s Boolean Field: Actively Used ('iusa') to Value: True
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Else - Actions
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Item - Set charges remaining in (Item carried by (Triggering unit) of type Disintegration Staff) to ((Charges remaining in (Item carried by (Triggering unit) of type Disintegration Staff)) + 1)
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Else - Actions
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Here is where the item becomes unusable again after using it
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Disintegration Staff Activate
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Disintegration Staff Kill
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Actions
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Unit - Kill (Target unit of ability being cast)
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Item - Set Item: (Item carried by (Triggering unit) of type Disintegration Staff)'s Boolean Field: Actively Used ('iusa') to Value: False
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Item - Set charges remaining in (Item carried by (Triggering unit) of type Disintegration Staff) to 0
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Disintegration Staff Lost
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Events
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Unit - A unit Loses an item
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Conditions
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((Triggering unit) is an illusion) Equal to False
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(Item-type of (Item being manipulated)) Equal to Disintegration Staff
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Actions
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Trigger - Turn off Disintegration Staff Activate <gen>
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Trigger - Turn off Disintegration Staff Gain Charge <gen>
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Trigger - Turn off (This trigger)
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