- Joined
- Jan 6, 2008
- Messages
- 2,627
Hi as you all know ive been making a inventory for my map, ive managed to do it great so far, but ive reached a problem, the special effect creates at the unit, but only right hand, and when i drop / move it to bag it should delete, but it wont
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For each (Integer A) from Lagless to Lagless, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- SelectedDest Not equal to No destructible
- TrackBoolean2[DropInt] Not equal to True
- TrackBoolean2[(Integer A)] Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- EmptySlot[(Integer A)] Equal to True
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Then - Actions
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For each (Integer B) from 66 to 200, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Destructible-type of SelectedDest) Equal to ItemDestructibles[(Integer B)]
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Integer A) Greater than 14
- (Integer A) Less than or equal to 62
- EmptySlot[(Integer A)] Equal to True
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Then - Actions
- Set EmptySlot[DropInt] = True
- Set TempDestType = (Destructible-type of SelectedDest)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DropInt Equal to 1
- TwoHandUsed Equal to True
- SelectedDest Equal to TwoHandDest
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Then - Actions
- Set EmptySlot[2] = True
- Set TwoHandUsed = False
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DropInt Equal to 1
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Then - Actions
- Special Effect - Destroy ItemAttachment[DropInt]
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DropInt Equal to 2
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Then - Actions
- Special Effect - Destroy ItemAttachment[DropInt]
- Else - Actions
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If - Conditions
- Destructible - Remove SelectedDest
- Set Point = (Position of SlotDests[(Integer A)])
- Destructible - Create a TempDestType at Point facing 180.00 with scale 0.78 and variation 1
- Set EmptySlot[(Integer A)] = False
- Custom script: call RemoveLocation(udg_Point)
- Trigger - Run DoodadFxRemove <gen> (ignoring conditions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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And - All (Conditions) are true
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Conditions
- (Integer A) Equal to 1
- EmptySlot[(Integer A)] Equal to True
- ItemSlot[(Integer B)] Equal to (Integer A)
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Conditions
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And - All (Conditions) are true
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Conditions
- ItemSlot[(Integer B)] Equal to 1
- (Integer A) Equal to 2
- ItemOneHand[(Integer B)] Equal to True
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Conditions
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And - All (Conditions) are true
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ItemTwoHand[(Integer B)] Equal to True
- ItemSlot[(Integer B)] Equal to 1
- EmptySlot[2] Equal to True
- EmptySlot[2] Not equal to False
- (Integer A) Equal to 1
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Then - Actions
- Special Effect - Create a special effect attached to the hand,left of Unit using ItemAttachmentString[(Integer B)]
- Set ItemAttachment[1] = (Last created special effect)
- Set EmptySlot[DropInt] = True
- Set TempDestType = (Destructible-type of SelectedDest)
- Destructible - Remove SelectedDest
- Set Point = (Position of SlotDests[(Integer A)])
- Destructible - Create a TempDestType at Point facing 180.00 with scale 0.78 and variation 1
- Set EmptySlot[(Integer A)] = False
- Custom script: call RemoveLocation(udg_Point)
- Trigger - Run DoodadFxRemove <gen> (ignoring conditions)
- Set TwoHandUsed = True
- Set EmptySlot[2] = False
- Set TwoHandDest = (Last created destructible)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ItemOneHand[(Integer B)] Equal to True
- EmptySlot[2] Equal to True
- ItemTwoHand[(Integer B)] Equal to False
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Then - Actions
- Special Effect - Create a special effect attached to the hand,right of Unit using ItemAttachmentString[(Integer B)]
- Set ItemAttachment[2] = (Last created special effect)
- Set EmptySlot[DropInt] = True
- Set TempDestType = (Destructible-type of SelectedDest)
- Destructible - Remove SelectedDest
- Set Point = (Position of SlotDests[(Integer A)])
- Destructible - Create a TempDestType at Point facing 180.00 with scale 0.78 and variation 1
- Set EmptySlot[(Integer A)] = False
- Custom script: call RemoveLocation(udg_Point)
- Trigger - Run DoodadFxRemove <gen> (ignoring conditions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ItemOneHand[(Integer B)] Equal to True
- EmptySlot[1] Equal to True
- (Integer A) Equal to 1
- ItemTwoHand[(Integer B)] Equal to False
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Then - Actions
- Special Effect - Create a special effect attached to the hand,left of Unit using ItemAttachmentString[(Integer B)]
- Set ItemAttachment[1] = (Last created special effect)
- Set EmptySlot[DropInt] = True
- Set TempDestType = (Destructible-type of SelectedDest)
- Destructible - Remove SelectedDest
- Set Point = (Position of SlotDests[(Integer A)])
- Destructible - Create a TempDestType at Point facing 180.00 with scale 0.78 and variation 1
- Set EmptySlot[(Integer A)] = False
- Custom script: call RemoveLocation(udg_Point)
- Trigger - Run DoodadFxRemove <gen> (ignoring conditions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer B) from 66 to 200, do (Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions