I did report this to blizzard, no luck with them fixing it yet I guess. That or we are all doing something wrong, but I think if that was the case I would have figured it out within the last 3 months.
I could use a solution to this as well. I found how to add charges and remove them, but how to add the remaining charges of one item to another is still eluding me, at one point I found out how to add the used up charges to the other item, but that isn't really what I'm looking for
I'm also having this issue, can't seem to find a fix, I'm guessing it may be a glitch with the editor. If anyone finds a work around it would be greatly helpful.
I have a equip and storage on a hero and a simple storage on a building, the storage on the building merges with the hero's equipment. If i place the same hero equip/store on the hero and the building there is no problem, but as soon as I use a 2nd inventory the fusion happens.
But you can just get that an item is taken, not which one!
You mean get the trigger to go off when a certain item is picked up?
Just set the condition to " (Unit type of (Triggering ability target unit) = "Item") ", just treat the item as a unit being targeted by take or drop abilities.
The dummy ability was only on the unit. The item itself simply orders the unit to use it. So there is no way to use the dummy ability without the item.
It's not a very good solution, but to get a event based off a item being used I gave all possible units that could use the item a hidden dummy ability. Then made the item's effect itself issue a order to use said ability, which let me use the "Unit uses a ability" event. Its crappy, but it works for now.
I've been trying to figure this out as well, the slots seem more based on the order which you pick the items up, I've been experimenting and some triggers have identified a weapon slot in my map as both slot 1 and slot 3 (Depending when i pick up the item), I currently think the slot system is somewhat bugged.
I've found a work around for this, make buttons for take and drop and attach them to the commands in your inventory ability, you can now make a trigger event, Unit uses ability Take. Just make sure you set the event to trigger when Take is completed. No idea for equipping.
0
@Dwarfius88: Go
I did report this to blizzard, no luck with them fixing it yet I guess. That or we are all doing something wrong, but I think if that was the case I would have figured it out within the last 3 months.
0
@Doubotis: Go
Worked Perfectly, thanks.
0
@greythepirate: Go
I could use a solution to this as well. I found how to add charges and remove them, but how to add the remaining charges of one item to another is still eluding me, at one point I found out how to add the used up charges to the other item, but that isn't really what I'm looking for
0
@AnyILL: Go
I'm also having this issue, can't seem to find a fix, I'm guessing it may be a glitch with the editor. If anyone finds a work around it would be greatly helpful.
I have a equip and storage on a hero and a simple storage on a building, the storage on the building merges with the hero's equipment. If i place the same hero equip/store on the hero and the building there is no problem, but as soon as I use a 2nd inventory the fusion happens.
0
You mean get the trigger to go off when a certain item is picked up?
Just set the condition to " (Unit type of (Triggering ability target unit) = "Item") ", just treat the item as a unit being targeted by take or drop abilities.
0
@Nevir27: Go
The dummy ability was only on the unit. The item itself simply orders the unit to use it. So there is no way to use the dummy ability without the item.
0
@BeLugh: Go
It's not a very good solution, but to get a event based off a item being used I gave all possible units that could use the item a hidden dummy ability. Then made the item's effect itself issue a order to use said ability, which let me use the "Unit uses a ability" event. Its crappy, but it works for now.
0
@JeffQ: Go
I've been trying to figure this out as well, the slots seem more based on the order which you pick the items up, I've been experimenting and some triggers have identified a weapon slot in my map as both slot 1 and slot 3 (Depending when i pick up the item), I currently think the slot system is somewhat bugged.
0
@Kylegar: Go
I've found a work around for this, make buttons for take and drop and attach them to the commands in your inventory ability, you can now make a trigger event, Unit uses ability Take. Just make sure you set the event to trigger when Take is completed. No idea for equipping.