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Problem?

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Level 13
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Jun 3, 2011
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1,058
EDIT:
How can i make a item that does not remove when you activated it, it summons a unit.
 
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Level 33
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Mar 27, 2008
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8,035
Uhhh your English makes me dizzy...
Can you elaborate more on that ?
I don't catch you.

What do you want, exactly ?

All I understand (so far)
1. Activates item
2. Unit gets summoned
3. ???
4. Item don't get removed (but as I said, by default, item don't get removed as you activated them lol)

Wait...
Are you talking about Charges-based item ?
Like summon furbolgs and all that ?
So when you activate it, it doesn't gets removed when the counter/stack reaches 0 ?
 
Level 13
Joined
Jun 3, 2011
Messages
1,058
Uhhh your English makes me dizzy...
Can you elaborate more on that ?
I don't catch you.

What do you want, exactly ?

All I understand (so far)
1. Activates item
2. Unit gets summoned
3. ???
4. Item don't get removed (but as I said, by default, item don't get removed as you activated them lol)

Wait...
Are you talking about Charges-based item ?
Like summon furbolgs and all that ?
So when you activate it, it doesn't gets removed when the counter/stack reaches 0 ?

Yes YEs
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Any item, the thing is, it's with the ability, not the item.

1. Create ability (Summon Headhunter (item))
2. Create item (anything)
3. In the Item Tab under Abilities - Abilities, put your created ability
4. Change the Stats - Actively Used to True
5. Done

Now, you can activate that item and spawns summoned unit of your setting in Object Editor.
 
Level 10
Joined
Jan 20, 2011
Messages
492
Just set the item to non perishable in the object editor on your item, and remove charges, it should make it so you can keep casting instead of bring removed from inventory

Make sure actively used is ticked, and that cooldown group is the spell your using on the item

Edit: defskull's would definately work, mine im not 100% sure, but if it works its easier
 
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