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Useable Item

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May 1, 2009
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Im trying to have it so when you click an item "Water Flask" while in a pool of water, your "Water Flask" turns to "Filled Water Flask". Thats the first thing, the second is so you can click "Filled Water Flask" and be able to select who to use it on then it does any water effect to selected target. Its not working for me, someone help me out?
 
1)
  • Trigger
  • Events
    • Unit - A unit uses an item
  • Conditions
    • (Item-type of (Item being manipulated)) Equal to Water Flask
  • Actions
    • Set Point1 = (Position of (Triggering unit))
    • If (All conditions are true) then do (Actions) else do (Actions)
      • If - Conditions
        • (Terrain pathing at (Point1) of type floatability is on) Equal to True //this is "Boolean Comparison, Environment - Terrain pathing is Off"
      • Then - Actions
        • Hero - Drop (Item being manipulated) from (Triggering unit)
        • Item - Remove (Last dropped item)
        • Hero - Create Filled Water Flask and give it to (Triggering unit)
      • Else - Actions
        • Game - Display to (Player Group(Owner of (Triggering unit))) the text: "You must stand withing a water pool to fill this flask up."
    • Custom script: call RemoveLocation (udg_Point1)
I don't get the second one. What kind of water effect? For the target part, the item needs to have an ability that actually is a single-target one, e.g. Cripple.
 
this helps but can you literally show me how to have an item useable? Its silly to ask but for some reason when i create custom item that is based of an item that has one target ability, after i rename it and null all its affects, it isnt a useable item.
 
this helps but can you literally show me how to have an item useable? Its silly to ask but for some reason when i create custom item that is based of an item that has one target ability, after i rename it and null all its affects, it isnt a useable item.

You need to make the item perishable with only one charge.
 
The option he is talking about is a field in the object editor for the item.

It is called "Actively Used"; make sure this is set to true.

Also make sure there is an active ability in the first field for a that item's abilities.
 
OHHHHHHHh....
Hahaha I forgot, i'm so stupid, I originially in this tread meant to ask...
Is there a way to let units (non-hero) use items???
 
See theres the problem im having, I have a unit---- WWWait im using Unit(Nightelf) inventory, or w/e its called, but its the inventory for a unit, maybe if i use hero inventory ability instead of unit inventory ability. But otherwise im using unit inventory and the item isnt useable.
 
See theres the problem im having, I have a unit---- WWWait im using Unit(Nightelf) inventory, or w/e its called, but its the inventory for a unit, maybe if i use hero inventory ability instead of unit inventory ability. But otherwise im using unit inventory and the item isnt useable.

you should use the ablity Inventory(hero)
 
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