- Joined
- May 15, 2009
- Messages
- 169
-
Items From Shop
-
Events
- Unit - A unit Sells an item (from shop)
- Conditions
-
Actions
- Set Item_Value = (Integer((Current life of (Sold Item))))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Level of Player_Hero[(Player number of (Owner of (Buying unit)))]) Less than (Item level of (Sold Item))
-
Then - Actions
- Player - Add Item_Value to (Owner of (Buying unit)) Current gold
- Game - Display to (Player group((Owner of (Buying unit)))) the text: (You must be level + (Colors_Players[1] + (((String((Item level of (Sold Item)))) + Colors_Endtag) + ( or higher to use this + (Name of (Sold Item))))))
- Hero - Drop (Sold Item) from (Buying unit)
- Item - Remove (Sold Item)
- Else - Actions
-
If - Conditions
-
Events
What it doesnt do though; is provide me with the gold. This seems to be exactly what all of the 400 posts on this topic suggest that I do. Either this or using units or item level (Which I cant use, because it decided if my hero is a high enough level to buy the item).
I am using an item that is used on pick up. Based on a tome; that way I can buy the item with a full inventory. Either way; I have the gold cost and life of the item set to the same values.
Is it impossible to do it this way? >< Am I gonna have to switch to using units to make my recipes?