so, i got a map that has a storage system, it works fine for player 1 to 6 but not player green
however if i change a setting then it dont work for player red or green
any idea of fix
any idea of issue?
and for info incase needed, this is the trigger that sets the stock int, which works perfectly fine, even for green but doesnt show the stock amount on ui
however if i change a setting then it dont work for player red or green
any idea of fix
-
SetUpBagUI
-
Events
- Map initialization
- Conditions
-
Actions
- -------- Hide BagUI --------
- Custom script: call BlzFrameSetVisible(BagUIBD, false)
- -------- Hide Counters --------
-
For each (Integer A) from 1 to 7, do (Actions)
-
Loop - Actions
- -------- Hide Start --------
- Custom script: call BlzFrameSetVisible(SIChainCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SICrystalCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIElementalIngotCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIVoidIngotCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIGoldIngotCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIGoldNuggetCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIIronIngotCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIIronNuggetCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SILeatherCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIFibersCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SISilverIngotC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SISilverNuggetCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIStickCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIStoneCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SISolidMetalCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SICactusCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SILiquidMetalCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIVialWaterCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIVialPoisonCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIVialLavaCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIVialVoidCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIJadeCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SICitrineCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SISapphireCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIAmethystCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIRubyCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIInkCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIParchmentCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIQuillCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SICrystalFragmentCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIAnicentRelicCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIMysteriousFragmentCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIWoolCC[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIChainCountT33C[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIChainCountT34C[bj_forLoopAIndex - 1], false)
- Custom script: call BlzFrameSetVisible(SIChainCountT35C[bj_forLoopAIndex - 1], false)
- -------- Show Start --------
- Set VariableSet SIPlayer = (Player(((Integer A) - 1)))
- Custom script: if (GetLocalPlayer() == udg_SIPlayer) then
- Custom script: call BlzFrameSetVisible(SIChainCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SICrystalCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIElementalIngotCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIVoidIngotCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIGoldIngotCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIGoldNuggetCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIIronIngotCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIIronNuggetCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SILeatherCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIFibersCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SISilverIngotC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SISilverNuggetCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIStickCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIStoneCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SISolidMetalCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SICactusCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SILiquidMetalCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIVialWaterCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIVialPoisonCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIVialLavaCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIVialVoidCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIJadeCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SICitrineCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SISapphireCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIAmethystCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIRubyCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIInkCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIParchmentCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIQuillCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SICrystalFragmentCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIAnicentRelicCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIMysteriousFragmentCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIWoolCC[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIChainCountT33C[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIChainCountT34C[bj_forLoopAIndex - 1], true)
- Custom script: call BlzFrameSetVisible(SIChainCountT35C[bj_forLoopAIndex - 1], true)
- Custom script: endif
-
Loop - Actions
- -------- Item Names --------
- Wait 10.00 seconds
- Item - Create Broken Chain at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[00], udg_SIString)
- Item - Create Crystal at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[01], udg_SIString)
- Item - Create Elemental Ingot at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[02], udg_SIString)
- Item - Create |cff800080Void|r Infused Elemental Ingot at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[03], udg_SIString)
- Item - Create Gold Ingot at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[04], udg_SIString)
- Item - Create Gold Nugget at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[05], udg_SIString)
- Item - Create Iron Ingot at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[06], udg_SIString)
- Item - Create Iron Nugget at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[7], udg_SIString)
- Item - Create Leather at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[8], udg_SIString)
- Item - Create Plant Fibers at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[9], udg_SIString)
- Item - Create Silver Ingot at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[10], udg_SIString)
- Item - Create Silver Nugget at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[11], udg_SIString)
- Item - Create Stick at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[12], udg_SIString)
- Item - Create Stone at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[13], udg_SIString)
- Item - Create |cff808080Solid Metal|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[14], udg_SIString)
- Item - Create |cff96ff4bCactus Sap|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[15], udg_SIString)
- Item - Create |cffc0c0c0Liquid Metal|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[16], udg_SIString)
- Item - Create Vial of |cff00ffffWater|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[17], udg_SIString)
- Item - Create Vial of |cff80ff80Poison|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[18], udg_SIString)
- Item - Create Vial of |cffff7819Lava|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[19], udg_SIString)
- Item - Create |cff800080Void|r Infused Vial at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[20], udg_SIString)
- Item - Create |cff00ff00Jade|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[21], udg_SIString)
- Item - Create |cffd45e19Citrine|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[22], udg_SIString)
- Item - Create |cff0000ffSapphire|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[23], udg_SIString)
- Item - Create |cff6f2583Amethyst|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[24], udg_SIString)
- Item - Create |cffff0000Ruby|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[25], udg_SIString)
- Item - Create Ink at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[26], udg_SIString)
- Item - Create Parchment at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[27], udg_SIString)
- Item - Create Quill at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[28], udg_SIString)
- Item - Create |cff808080Crystal Fragment|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[29], udg_SIString)
- Item - Create |cff6f2583Ancient Relic|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[30], udg_SIString)
- Item - Create |cffff8080Mysterious Fragment|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[31], udg_SIString)
- Item - Create Wool at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[32], udg_SIString)
- Item - Create Fishing |cff008080Bait|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[33], udg_SIString)
- Item - Create |cffff0000O|r|cffffff00b|r|cffff00fft|r|cffd45e19a|r|cff6f2583i|r|cff00ffffn|r|cffff8080i|r|cff808000u|r|cff008080m|r at (Center of ProxyRegion <gen>)
- Set VariableSet SIString = (Name of (Last created item))
- Item - Remove (Last created item)
- Custom script: call BlzFrameSetText(SIItemNameC[34], udg_SIString)
- Set VariableSet SIString = Unused
- Custom script: call BlzFrameSetText(SIItemNameC[35], udg_SIString)
- Countdown Timer - Start SITimer as a One-shot timer that will expire in 1.00 seconds
-
Events
any idea of issue?
and for info incase needed, this is the trigger that sets the stock int, which works perfectly fine, even for green but doesnt show the stock amount on ui
-
StorageAdd
-
Events
- Unit - A unit Acquires an item
- Conditions
-
Actions
- -------- NoN-Respawns --------
- -------- Fishing Bait --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Fishing |cff008080Bait|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Set VariableSet SIBaitStack = (Charges remaining in (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + ( x + ((String(SIBaitStack)) + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))))
- Set VariableSet SIBait[(Player number of (Owner of (Triggering unit)))] = (SIBait[(Player number of (Owner of (Triggering unit)))] + SIBaitStack)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Crystal --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Crystal
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SICrystal[(Player number of (Owner of (Triggering unit)))] = (SICrystal[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Gold Nugget --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Gold Nugget
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIGoldNugget[(Player number of (Owner of (Triggering unit)))] = (SIGoldNugget[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Iron Nugget --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Iron Nugget
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIIronNugget[(Player number of (Owner of (Triggering unit)))] = (SIIronNugget[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Silver Nugget --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Silver Nugget
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SISilverNugget[(Player number of (Owner of (Triggering unit)))] = (SISilverNugget[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Stone --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Stone
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIStone[(Player number of (Owner of (Triggering unit)))] = (SIStone[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Jade --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff00ff00Jade|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIJade[(Player number of (Owner of (Triggering unit)))] = (SIJade[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Citrine --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cffd45e19Citrine|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SICitrine[(Player number of (Owner of (Triggering unit)))] = (SICitrine[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Sapphire --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff0000ffSapphire|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SISapphire[(Player number of (Owner of (Triggering unit)))] = (SISapphire[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Amethyst --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff6f2583Amethyst|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIAmethyst[(Player number of (Owner of (Triggering unit)))] = (SIAmethyst[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Ruby --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cffff0000Ruby|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIRuby[(Player number of (Owner of (Triggering unit)))] = (SIRuby[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Wool --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Wool
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIWool[(Player number of (Owner of (Triggering unit)))] = (SIWool[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Ink --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Ink
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIInk[(Player number of (Owner of (Triggering unit)))] = (SIInk[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Quill --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Quill
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIQuill[(Player number of (Owner of (Triggering unit)))] = (SIQuill[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Ancient Relic --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff6f2583Ancient Relic|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIAncientRelic[(Player number of (Owner of (Triggering unit)))] = (SIAncientRelic[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Crystal Fragment --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff808080Crystal Fragment|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SICrystalFragment[(Player number of (Owner of (Triggering unit)))] = (SICrystalFragment[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Mysterious Fragment --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cffff8080Mysterious Fragment|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIMysteriousFragment[(Player number of (Owner of (Triggering unit)))] = (SIMysteriousFragment[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Gold Ingot --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Gold Ingot
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIGoldIngot[(Player number of (Owner of (Triggering unit)))] = (SIGoldIngot[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Silver Ingot --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Silver Ingot
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SISilverIngot[(Player number of (Owner of (Triggering unit)))] = (SISilverIngot[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Liquid Metal --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cffc0c0c0Liquid Metal|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SILiquidMetal[(Player number of (Owner of (Triggering unit)))] = (SILiquidMetal[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Respawns --------
- -------- Broken Chain --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Broken Chain
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIChain[(Player number of (Owner of (Triggering unit)))] = (SIChain[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in CameraBounds <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Broken Chain
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIChain[(Player number of (Owner of (Triggering unit)))] = (SIChain[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Elemental Ingot --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Elemental Ingot
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIElementalIngot[(Player number of (Owner of (Triggering unit)))] = (SIElementalIngot[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in CameraBounds <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Elemental Ingot
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIElementalIngot[(Player number of (Owner of (Triggering unit)))] = (SIElementalIngot[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Void Ingot --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff800080Void|r Infused Elemental Ingot
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIVoidIngot[(Player number of (Owner of (Triggering unit)))] = (SIVoidIngot[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in CameraBounds <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff800080Void|r Infused Elemental Ingot
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIVoidIngot[(Player number of (Owner of (Triggering unit)))] = (SIVoidIngot[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Iron Ingot --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Iron Ingot
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIIronIngot[(Player number of (Owner of (Triggering unit)))] = (SIIronIngot[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in CameraBounds <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Iron Ingot
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIIronIngot[(Player number of (Owner of (Triggering unit)))] = (SIIronIngot[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Leather --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Leather
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SILeather[(Player number of (Owner of (Triggering unit)))] = (SILeather[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in CameraBounds <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Leather
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SILeather[(Player number of (Owner of (Triggering unit)))] = (SILeather[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Plant Fiber --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Plant Fibers
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIFibers[(Player number of (Owner of (Triggering unit)))] = (SIFibers[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in CameraBounds <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Plant Fibers
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIFibers[(Player number of (Owner of (Triggering unit)))] = (SIFibers[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Stick --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Stick
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIStick[(Player number of (Owner of (Triggering unit)))] = (SIStick[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in CameraBounds <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Stick
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIStick[(Player number of (Owner of (Triggering unit)))] = (SIStick[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Solid Metal --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff808080Solid Metal|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SISolidMetal[(Player number of (Owner of (Triggering unit)))] = (SISolidMetal[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in LavaWorld <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff808080Solid Metal|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SISolidMetal[(Player number of (Owner of (Triggering unit)))] = (SISolidMetal[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Cactus Sap --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff96ff4bCactus Sap|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SICactus[(Player number of (Owner of (Triggering unit)))] = (SICactus[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in TheDunesWeather <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff96ff4bCactus Sap|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SICactus[(Player number of (Owner of (Triggering unit)))] = (SICactus[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Vial of Water --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Vial of |cff00ffffWater|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIVialWater[(Player number of (Owner of (Triggering unit)))] = (SIVialWater[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in CameraBounds <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Vial of |cff00ffffWater|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIVialWater[(Player number of (Owner of (Triggering unit)))] = (SIVialWater[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Vial of Poison --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Vial of |cff80ff80Poison|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIVialPoison[(Player number of (Owner of (Triggering unit)))] = (SIVialPoison[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in CameraBounds <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Vial of |cff80ff80Poison|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIVialPoison[(Player number of (Owner of (Triggering unit)))] = (SIVialPoison[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Vial of Lava --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Vial of |cffff7819Lava|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIVialLava[(Player number of (Owner of (Triggering unit)))] = (SIVialLava[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in CameraBounds <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Vial of |cffff7819Lava|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIVialLava[(Player number of (Owner of (Triggering unit)))] = (SIVialLava[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Vial of Void --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff800080Void|r Infused Vial
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIVialVoid[(Player number of (Owner of (Triggering unit)))] = (SIVialVoid[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in CameraBounds <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cff800080Void|r Infused Vial
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIVialVoid[(Player number of (Owner of (Triggering unit)))] = (SIVialVoid[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Parchment --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Parchment
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIParchment[(Player number of (Owner of (Triggering unit)))] = (SIParchment[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Create (Item-type of (Item being manipulated)) at (Random point in CameraBounds <gen>)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Parchment
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIParchment[(Player number of (Owner of (Triggering unit)))] = (SIParchment[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- Else - Actions
-
If - Conditions
- -------- Obtainium --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cffff0000O|r|cffffff00b|r|cffff00fft|r|cffd45e19a|r|cff6f2583i|r|cff00ffffn|r|cffff8080i|r|cff808000u|r|cff008080m|r
-
Then - Actions
- Set VariableSet SIName = (Name of (Item being manipulated))
- Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ([|cffff0000U|rD|cff0000ffA|r]: " + (SIName + " Added To |cff00ffffStorage|r "|cffd45e19-bp|r"))
- Set VariableSet SIObtainium[(Player number of (Owner of (Triggering unit)))] = (SIObtainium[(Player number of (Owner of (Triggering unit)))] + 1)
- Item - Remove (Item being manipulated)
- If (SIObtainium[(Player number of (Owner of (Triggering unit)))] Greater than 0) then do (Player - Set the current research level of Unobtainium to 1 for (Owner of (Triggering unit))) else do (Do nothing)
- Else - Actions
-
If - Conditions
-
Events
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