ni laporan bug, gw baru cek bentar dah ada bug seabreg
- kalo item slot full, kita beli item dan itemnya bakal ilang
- Selalu ada wait lama tiap kita ambil atau lepas item, gw tau om kasi wait 0.01 sec, itu gak mungkin lah, minimum wait dalam trigger tu 0.10 sec..
- kalo kita langsung kasih item kita ke unit temen, maka item itu masih valid, dan ketika didrop dan diambil lagi pun masih valid.
punya gw gak ada krusakan, dan dah siap pake
no offense but, kalo kita beli item PAKE ANIMAL COURIER TEMEN, maka ITEM ITU TIDAK BERUBAH JADI PUNYA TEMEN, karenanya OWNER OF BUYING UNIT bukan jaminan, dan OWNER OF SOLD UNIT yang paling bener, maka dari itu ITEM diganti jadi UNIT SEMUA
Gw liat ndiri kalo ADA UNIT BERGAMBAR ICON ITEM di object data Dota 6.56, biarpun stringnya udah corrupt, tapi gw tau klo unit tu yang dijual di shop dan BUKAN ITEM,
Gw liat lagi tu yang namanya Cache of Quelthalan,
Techtree - Items Sold = kosong
Techtree - Units Sold = ada 11 rawcode unit
Bukannya gw nglawan ya om tapi ini trigger gw
Code:
Items Sells
Events
Unit - A unit Sells a unit
Conditions
Actions
For each (Integer A) from 1 to Items_Count, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Items_Units[(Integer A)]
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Basic - Inventory CoP for (Buying unit)) Greater than 0
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Sold unit)) is in PlayersSentinel) Equal to True
Then - Actions
Set tempPoint2 = (Center of Fountain Sentinel <gen>)
Else - Actions
Set tempPoint2 = (Center of Fountain Scourge <gen>)
Item - Create Items_Uncarry[(Integer A)] at tempPoint2
Item - Change ownership of (Last created item) to (Owner of (Sold unit)) and Change color
Custom script: call RemoveLocation(udg_tempPoint2)
Else - Actions
Set tempUnit1 = (Buying unit)
Set tempPoint2 = (Position of (Buying unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Buying unit)) Equal to (Owner of (Sold unit))
Then - Actions
Item - Create Items_Carry[(Integer A)] at tempPoint2
Else - Actions
Item - Create Items_CarryInvalid[(Integer A)] at tempPoint2
Item - Change ownership of (Last created item) to (Owner of (Sold unit)) and Change color
Hero - Give (Last created item) to tempUnit1
Trigger - Run Items Move Speed <gen> (checking conditions)
Custom script: call RemoveLocation(udg_tempPoint2)
Unit - Remove (Sold unit) from the game
Skip remaining actions
Else - Actions
Code:
Items Acquire Fix
Events
Unit - A unit Acquires an item
Conditions
Actions
For each (Integer A) from 1 to Items_Count, 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
(Owner of (Triggering unit)) Equal to (Owner of (Item being manipulated))
And - All (Conditions) are true
Conditions
((Owner of (Item being manipulated)) is in PlayersScourgePlaying) Equal to False
((Owner of (Item being manipulated)) is in PlayersSentinelPlaying) Equal to False
(Item-type of (Item being manipulated)) Equal to Items_CarryInvalid[(Integer A)]
Then - Actions
Set tempPoint1 = (Position of (Triggering unit))
Item - Create Items_Carry[(Integer A)] at tempPoint1
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Owner of (Item being manipulated)) is in PlayersScourgePlaying) Equal to False
((Owner of (Item being manipulated)) is in PlayersSentinelPlaying) Equal to False
Then - Actions
Item - Change ownership of (Last created item) to (Owner of (Triggering unit)) and Change color
Else - Actions
Item - Change ownership of (Last created item) to (Owner of (Item being manipulated)) and Change color
Item - Set charges remaining in (Last created item) to (Charges remaining in (Item being manipulated))
Item - Remove (Item being manipulated)
Hero - Give (Last created item) to (Triggering unit)
Set tempUnit1 = (Triggering unit)
Trigger - Run Items Move Speed <gen> (checking conditions)
Custom script: call RemoveLocation(udg_tempPoint1)
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Items_Carry[(Integer A)]
(Owner of (Triggering unit)) Not equal to (Owner of (Item being manipulated))
Then - Actions
Set tempPoint1 = (Position of (Triggering unit))
Item - Create Items_CarryInvalid[(Integer A)] at tempPoint1
Item - Change ownership of (Last created item) to (Owner of (Item being manipulated)) and Change color
Item - Set charges remaining in (Last created item) to (Charges remaining in (Item being manipulated))
Item - Remove (Item being manipulated)
Hero - Give (Last created item) to (Triggering unit)
Set tempUnit1 = (Triggering unit)
Trigger - Run Items Move Speed <gen> (checking conditions)
Custom script: call RemoveLocation(udg_tempPoint1)
Skip remaining actions
Else - Actions
Code:
Items Acquire Ground
Events
Unit - A unit Acquires an item
Conditions
Actions
For each (Integer A) from 1 to Items_Count, 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 Items_Uncarry[(Integer A)]
Then - Actions
Set tempPoint1 = (Position of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to (Owner of (Item being manipulated))
And - All (Conditions) are true
Conditions
((Owner of (Item being manipulated)) is in PlayersScourgePlaying) Equal to False
((Owner of (Item being manipulated)) is in PlayersSentinelPlaying) Equal to False
Then - Actions
Item - Create Items_Carry[(Integer A)] at tempPoint1
Else - Actions
Item - Create Items_CarryInvalid[(Integer A)] at tempPoint1
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Owner of (Item being manipulated)) is in PlayersScourgePlaying) Equal to False
((Owner of (Item being manipulated)) is in PlayersSentinelPlaying) Equal to False
Then - Actions
Item - Change ownership of (Last created item) to (Owner of (Triggering unit)) and Change color
Else - Actions
Item - Change ownership of (Last created item) to (Owner of (Item being manipulated)) and Change color
Item - Set charges remaining in (Last created item) to (Charges remaining in (Item being manipulated))
Item - Remove (Item being manipulated)
Hero - Give (Last created item) to (Triggering unit)
Set tempUnit1 = (Triggering unit)
Trigger - Run Items Move Speed <gen> (checking conditions)
Custom script: call RemoveLocation(udg_tempPoint1)
Skip remaining actions
Else - Actions
Code:
Items Changing
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Item - Pick every item in PlayableMap and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked item) is owned) Equal to False
Then - Actions
For each (Integer A) from 1 to Items_Count, 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 (Picked item)) Equal to Items_Carry[(Integer A)]
(Item-type of (Picked item)) Equal to Items_CarryInvalid[(Integer A)]
Then - Actions
Set tempPoint1 = (Position of (Picked item))
Set tempPlayer1 = (Owner of (Picked item))
Set tempInteger2 = (Charges remaining in (Picked item))
Item - Remove (Picked item)
Item - Create Items_Uncarry[(Integer A)] at tempPoint1
Item - Change ownership of (Last created item) to tempPlayer1 and Change color
Item - Set charges remaining in (Last created item) to tempInteger2
Custom script: call RemoveLocation(udg_tempPoint1)
Else - Actions
Else - Actions
NB: Pick item every 0.02 seconds sama sekali gak lag ataupun leak, PlayableMap itu udg variabel
NO OFFENSE OM, REALLY
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