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Request:Unstackable Items

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Level 12
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there shouls be an option in the Effect and not the ability that says doesn not stack with : just put lets say
Mask of death
:effect :Mask of death (effect)
:does not stack with Mask of death (effect)
it isnt the item itself that stack but the ability so jsut make that ability unstackable with itself
 
Level 12
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Ok,please help me with this...

ive been working for about 3 minutes and i still not on it
omg... they blocked anyone from looking at their item... ARG just make a trigger instead
like this
  • unstack
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-class of (Item being manipulated)) Equal to (YOUR ITEM CLASS U DONT WANT ANYTHING TO BE DUPLICATED)
      • (Picked item) Equal to (Item carried by (Triggering unit) in slot 1)
      • (Picked item) Equal to (Item carried by (Triggering unit) in slot 2)
      • (Picked item) Equal to (Item carried by (Triggering unit) in slot 3)
      • (Picked item) Equal to (Item carried by (Triggering unit) in slot 4)
      • (Picked item) Equal to (Item carried by (Triggering unit) in slot 5)
      • (Picked item) Equal to (Item carried by (Triggering unit) in slot 6)
    • Actions
      • Hero - Drop (Item being manipulated) from (Triggering unit)
 
Level 12
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try it :) lets say your ''un-duplicate'' class is called unduplicate
where it sais in caps just choose that one
then save your map and drop 2 of that item on the ground and press ''test map''
 
Level 12
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it doesnt matter u add that if u want to have a item carrier that can carry duplicate tiems here is the workign trigger
  • antiduplicate
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-class of (Item being manipulated)) Equal to Powerup
    • Actions
      • If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 1)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 2)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 3)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 4)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 5)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 6)) then do ((Hero - Drop (Item being manipulated) from (Triggering unit)) else do do nothing
hahahahaha that jsut made the screen needing to be scrolled XD
but u get the point right... replace Powerup in all sections by ur item'S class
 
Level 12
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omfg what os that,i will try tomorrow because I'm tired.Thanks for your help.+rep

hahahahahaahhaahah its so long everything is centered XD but its a long chains of effects that causes ifs and thens and elses because my last one blocked u from pickign an item u had in all ur inventory slots... now it checks every slto seperately . :)
 
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.. i restudied it and it shouldnt be droping a class :O
look at it

if (item being manipulated) is equal to item carried by hero in slot X
it should drop if an item of class X is a double of an item in his inventory
or find the part where it shouldnt work
 
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If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 1)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 2)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 3)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 4)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 5)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 6)) then do ((Hero - Drop (Item being manipulated) from (Triggering unit)) else do do nothing

this part here look (IF ITEM BEING MANIPULATED EQUALS ITEM CARRIED BY HERo) it shouldnt drop a whole class it detects by the class but then scans the hero to see if he owns a copy of the item he picks up
 
Level 11
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  • If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 1)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 2)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 3)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 4)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 5)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 6)) then do ((Hero - Drop (Item being manipulated) from (Triggering unit)) else do do nothing
I have this and it drops items and then I can pick that item class again.
 
Level 12
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  • DROP
  • If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 1)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 2)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 3)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 4)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 5)) then do (Hero - Drop (Item being manipulated) from (Triggering unit)) else do (If ((Item being manipulated) Equal to (Item carried by (Triggering unit) in slot 6)) then do ((Hero - Drop (Item being manipulated) from (Triggering unit)) else do do nothing
I have this and it drops items and then I can pick that item class again.

can or cant pick up item fromt hat class? cuz you should be able to
 
Level 12
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this is mighty strange :O as i do not see anyhting wrong in it...

since the one i gave u said If class = X
then do actions (scan the inventory to find a copy of the item he picked up)

AHHHHHHHHH i know... did u copy and paste items? if u did the id is the same as the others so it means that every item is the same but dif effect
why didnt i think of that be4 :O
 
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