stan0033
Banned
- Joined
- Jun 27, 2010
- Messages
- 2,683
I have this trigger that stacks items who have more than 0 and less then 20 charges. The problem is that sometimes the items do not stack and instead the inventory gets a second item of this type. Sometimes the items do not stack at 1 stack, sometimes at 8, 16 or so. Can you help?
-
Acquire items
-
Events
- Unit - A unit Acquires an item
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
And - All (Conditions) are true
-
Conditions
- ((Hero manipulating item) has an item of type (Item-type of (Item being manipulated))) Equal to True
- (Item being manipulated) Not equal to (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated)))
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Item-type of (Item being manipulated)) Equal to Potion of Mana
- (Item-type of (Item being manipulated)) Equal to Potion of Healing
- (Item-type of (Item being manipulated)) Equal to Ankh of Reincarnation
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Item - Set charges remaining in (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated))) to ((Charges remaining in (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated)))) + 1)
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
- Item - Remove (Item being manipulated)
- Skip remaining actions
- Else - Actions
-
If - Conditions
-
For each (Integer A) from 1 to 120, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Item[(Integer A)]
-
Then - Actions
- Trigger - Turn off Lose items <gen>
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
And - All (Conditions) are true
-
Conditions
- (Charges remaining in (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated)))) Less than 20
- (Charges remaining in (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated)))) Greater than 0
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
- Item - Set charges remaining in (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated))) to ((Charges remaining in (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated)))) + 1)
-
Else - Actions
- Player - Add 5 to (Triggering player) Current lumber
-
If - Conditions
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
- Item - Remove (Item being manipulated)
- Unit - Add Ability[(Integer A)] to (Triggering unit)
- Unit - Increase level of Ability[(Integer A)] for (Triggering unit)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item carried by (Hero manipulating item) of type (Item-type of (Item being manipulated)))) Equal to Devour
-
Then - Actions
- Unit - Add Devour Cargo (Curse / Devour Assistant) to (Triggering unit)
- Unit - Set level of Devour Cargo (Curse / Devour Assistant) for (Triggering unit) to (Charges remaining in (Item being manipulated))
- Else - Actions
-
If - Conditions
- Trigger - Turn on Lose items <gen>
- Skip remaining actions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
For each (Integer A) from 1 to 120, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Item[(Integer A)]
-
Then - Actions
- Unit - Add Ability[(Integer A)] to (Triggering unit)
- Unit - Set level of Ability[(Integer A)] for (Triggering unit) to (Charges remaining in (Item being manipulated))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item-type of (Item being manipulated)) Equal to Devour
-
Then - Actions
- Unit - Add Devour Cargo (Curse / Devour Assistant) to (Triggering unit)
- Unit - Set level of Devour Cargo (Curse / Devour Assistant) for (Triggering unit) to (Charges remaining in (Item being manipulated))
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events