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Stacking Items

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Level 5
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Jul 31, 2004
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How do you make an item stack??

As in stacking I mean as when you have an item in ur inventory you pick up the same item and it goes into the same slot like adds a charge..
 
Level 4
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Jan 3, 2005
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of course you can stack items on picking them up, but it only makes sense to some extend since you cannot "split" them again. You can however use it for potions and scrolls, ankhs and stuff like that, but it requires some triggering work.

Also you have to decide wether you want stackable items to be stacked at the time they are being picked up or as you stack them manually. Both is possible, but I will only explain the first version:

First, make an array of item-types of items that you want to make stackable and a function that runs at map initialisation and that fills the array with those item types (i.e. Set Stackable_Items[0] = Potion of Healing, Set Stackable_Items[1] = Potion of Greater Healing, ..). Also you will need a dummy integer variable to store values, I will call it "dInteger".

Ok now the main trigger:
Code:
Events: 
 - A unit acquires an Item

Conditions: 
 - None

Actions:
 - For each (Integer A) from 0 to [The number of items in your stackable_items array] Do Action:
   - If ( Item-Type of (Item Being Manipulated) Equal To (Stackable_Items[Integer A]) ) Then ( Set dInteger = Integer A ) Else ( Do Nothing )

 - For each (Integer A) from 1 to 6 Do Actions:
   - IF: 
      - Item type of ( Item carried by (Triggering Unit) in slot (Integer A) ) Equal To ( Stackable_Items[dInteger] )
      - Item carried by (Triggering Unit) in slot (Integer A) Not Equal To (Item Being Manipulated)
     THEN:
      - Set charges remaining in ( Item carried by (Triggering Unit) in slot (Integer A) ) to ( ( Charges Remaining in ( Item carried by (Triggering Unit) in slot (Integer A) ) + ( Charges Remaining in (Item Being Manipulated ) )
      - Remove (Item Being Manipulated)
      - Skip Remaining Actions

Short explaination of what we do: First we check wether an item being picked up is a stackable one by comparing its item-type to the item-types stored in the array.

Then we check the inventory of our triggering unit for that item-type, but since we don't want the item to be added to itself, we check, too, that the item picked up is not equal to the item in that slot.

Finally we add the charges of our picked up item to the valid existing item. Done.
Success,

klovadis
 
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