Hi
When you have completed a dungeon and you purchase the "reward item", you are supposed to be teleported out of the dungeon and have random (1-4 different items) for each player teleported out. Also, each Hero gains a lumber (1 player has 1 hero, so its for each player).
I have tested with both 3 and 4 heroes.
The heroes are teleported out, but but are only granted 1 less item than the count of the heroes.
Can you seem to spot what the hell I am overseeing?
Issue number 2:
I have a trigger which makes certain item pick ups increase the level of an ability.
But for some reason the item "Cleaver (MH)" will not increase the level of the ability. However, if I loot another item that would increase the level, it will increase the ability level to the correct amount calculated by both items.
This is super strange, because as you will see in the following trigger, "Cleaver (MH)" and "Tide Trident (MH)" both increase the ability level by 2. But for some reason there are no problems with the "Tide Trident (MH)"...
So if I loot "Cleaver (MH)" and loot ex. "Guardian's Mail (PA)" it will increase the amount to 4, which is correct. If I only loot "Cleaver (MH)" it will leave it at level 1 instead of 3.
When you have completed a dungeon and you purchase the "reward item", you are supposed to be teleported out of the dungeon and have random (1-4 different items) for each player teleported out. Also, each Hero gains a lumber (1 player has 1 hero, so its for each player).
I have tested with both 3 and 4 heroes.
The heroes are teleported out, but but are only granted 1 less item than the count of the heroes.
Can you seem to spot what the hell I am overseeing?
-
CotD Reward
-
Events
- Unit - A unit Sells an item (from shop)
-
Conditions
- (Item-type of (Sold Item)) Equal to Dungeon: Cathedral of the Damned Reward
- (Unit-type of (Selling unit)) Equal to Siege Lieutenant Sir. Stregford (Cathedral of the Damned)
-
Actions
- Set A_Caster = (Buying unit)
- Set A_Counter = 0
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Dungeon_TheSiege Equal to done
-
Then - Actions
- Set Dungeon_TheSiege = notstarted
- Custom script: set bj_wantDestroyGroup = true
-
Unit Group - Pick every unit in (Units in Dungeon CotD <gen>) and do (Actions)
-
Loop - Actions
- Set Dungeon_Hero = (Picked unit)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Dungeon_Hero is A Hero) Equal to True
- (Dungeon_Hero is dead) Not equal to True
- (Owner of Dungeon_Hero) Not equal to Neutral Passive
- (Owner of Dungeon_Hero) Not equal to Player 12 (Brown)
- (Unit-type of Dungeon_Hero) Not equal to Backpack
-
Then - Actions
- Unit - Move Dungeon_Hero instantly to (Random point in Item Loot Area <gen>)
- Unit - Set life of Dungeon_Hero to 100.00%
- Unit - Remove All buffs from Dungeon_Hero
- Camera - Pan camera for (Owner of Dungeon_Hero) to (Center of Item Loot Area <gen>) over 0.00 seconds
- Set Dungeon_Integer1 = (Random integer number between 1 and 100)
- Set A_Counter = (A_Counter + 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Dungeon_Integer1 Greater than 40
-
Then - Actions
- Player - Add 1 to (Owner of Dungeon_Hero) Current lumber
- Game - Display to (All players controlled by a ((Owner of Dungeon_Hero) controller) player) the text: You have found 1 Ri...
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Dungeon_Integer1 Greater than 10
- Dungeon_Integer1 Less than or equal to 40
-
Then - Actions
- Player - Add 2 to (Owner of Dungeon_Hero) Current lumber
- Game - Display to (All players controlled by a ((Owner of Dungeon_Hero) controller) player) the text: You have found 2 Ri...
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Dungeon_Integer1 Less than or equal to 10
-
Then - Actions
- Player - Add 3 to (Owner of Dungeon_Hero) Current lumber
- Game - Display to (All players controlled by a ((Owner of Dungeon_Hero) controller) player) the text: You have found 3 Ri...
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Else - Actions
-
If - Conditions
-
Loop - Actions
-
For each (Integer A) from 1 to A_Counter, do (Actions)
-
Loop - Actions
- Set Dungeon_Integer = (Random integer number between 1 and 4)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Dungeon_Integer Equal to 1
-
Then - Actions
- Item - Create Soulfire Carapace (A) at ((Center of Item Loot Area <gen>) offset by ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))
-
Else - Actions
- Do nothing
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Dungeon_Integer Equal to 2
-
Then - Actions
- Item - Create Soul Soothe (T) at ((Center of Item Loot Area <gen>) offset by ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))
-
Else - Actions
- Do nothing
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Dungeon_Integer Equal to 3
-
Then - Actions
- Item - Create Cleaver (MH) at ((Center of Item Loot Area <gen>) offset by ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))
-
Else - Actions
- Do nothing
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Dungeon_Integer Equal to 4
-
Then - Actions
- Item - Create Master Key (T) at ((Center of Item Loot Area <gen>) offset by ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))
-
Else - Actions
- Do nothing
-
If - Conditions
-
Loop - Actions
-
Else - Actions
- Game - Display to (Player group((Owner of A_Caster))) the text: |cffffcc00Sir Streg...
-
If - Conditions
-
Events
Issue number 2:
I have a trigger which makes certain item pick ups increase the level of an ability.
But for some reason the item "Cleaver (MH)" will not increase the level of the ability. However, if I loot another item that would increase the level, it will increase the ability level to the correct amount calculated by both items.
This is super strange, because as you will see in the following trigger, "Cleaver (MH)" and "Tide Trident (MH)" both increase the ability level by 2. But for some reason there are no problems with the "Tide Trident (MH)"...
So if I loot "Cleaver (MH)" and loot ex. "Guardian's Mail (PA)" it will increase the amount to 4, which is correct. If I only loot "Cleaver (MH)" it will leave it at level 1 instead of 3.
-
Combat Skill Increase
-
Events
- Unit - A unit Acquires an item
-
Conditions
- (Unit-type of (Triggering unit)) Not equal to Backpack
-
Or - Any (Conditions) are true
-
Conditions
- (Item-type of (Item being manipulated)) Equal to Scrapped Boots (PA)
- (Item-type of (Item being manipulated)) Equal to Arcanite Cleaver (MH)
- (Item-type of (Item being manipulated)) Equal to Guardian's Mail (PA)
- (Item-type of (Item being manipulated)) Equal to Tide Trident (MH)
-
Conditions
-
Actions
- Set ItemCounter_Item = (Item being manipulated)
- Set ItemCounter_PickUpUnit = (Triggering unit)
- Set CombatSkill[(Player number of (Owner of ItemCounter_PickUpUnit))] = 1
- Set ItemCounter_Inventory = (Size of inventory for ItemCounter_PickUpUnit)
- -------- 1 --------
-
For each (Integer ItemCounter_Loop) from 1 to ItemCounter_Inventory, do (Actions)
-
Loop - 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 carried by ItemCounter_PickUpUnit in slot ItemCounter_Loop)) Equal to Scrapped Boots (PA)
- (Item-type of (Item carried by ItemCounter_PickUpUnit in slot ItemCounter_Loop)) Equal to Arcanite Cleaver (MH)
- (Item-type of (Item carried by ItemCounter_PickUpUnit in slot ItemCounter_Loop)) Equal to Guardian's Mail (PA)
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set CombatSkill[(Player number of (Owner of A_Unit))] = (CombatSkill[(Player number of (Owner of A_Unit))] + 1)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- 2 --------
-
For each (Integer ItemCounter_Loop) from 1 to ItemCounter_Inventory, do (Actions)
-
Loop - 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 carried by ItemCounter_PickUpUnit in slot ItemCounter_Loop)) Equal to Tide Trident (MH)
- (Item-type of (Item carried by ItemCounter_PickUpUnit in slot ItemCounter_Loop)) Equal to Cleaver (MH)
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set CombatSkill[(Player number of (Owner of A_Unit))] = (CombatSkill[(Player number of (Owner of A_Unit))] + 2)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Events
Last edited: