1 Item-Class

ryerye1996

Cool Member
Reaction score
5
I know theres a way to make it so that you can only have 1 item per class for your hero. I have tried using other threads' answers but it doesnt seem to work... does any1 know how?? (+rep)
 

RoarMan

Member
Reaction score
12
I'm pretty sure this has to be done all with triggers. An example of this would be:

Code:
    Events
        Unit - A unit Acquires an item
    Conditions
        (Item-class of (Item being manipulated)) Equal to Permanent
        Or - Any (Conditions) are true
            Conditions
                (Item-class of (Item carried by (YourUnit) in slot 3)) Equal to Powerup
                (Item-class of (Item carried by (YourUnit) in slot 2)) Equal to Powerup
                (Item-class of (Item carried by (YourUnit) in slot 4)) Equal to Powerup
                (Item-class of (Item carried by (YourUnit) in slot 5)) Equal to Powerup
                (Item-class of (Item carried by (YourUnit) in slot 6)) Equal to Powerup
                (Item-class of (Item carried by (YourUnit) in slot 1)) Equal to Powerup
    Actions
        Hero - Drop (Item being manipulated) from (YourUnit)

This checks the type of item, and checks whether or not the hero was the specified item class in it's inventory. If it does, it drops the item.
 

ManyTimes

I'm so lonesome I could cry...
Reaction score
293
Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • Set i = 0
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-class of (Item being manipulated)) Equal to (Item-class of (Item carried by (Triggering unit) in slot (Integer A)))
            • Then - Actions
              • Set i = (i + 1)
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • i Greater than 1
        • Then - Actions
          • Hero - Drop (Item being manipulated) from (Triggering unit)
        • Else - Actions

Tested, works like a charm if a charm could work.
 

ryerye1996

Cool Member
Reaction score
5
for some reason... the first trigger drops the item the second i pick it up.
any1 know why? here is the trigger

Weapon
Events
Unit - A unit Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Permanent
Or - Any (Conditions) are true
Conditions
(Item-class of (Item carried by (Triggering unit) in slot 1)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 2)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 3)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 4)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 5)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 6)) Equal to Permanent
Actions
Hero - Drop (Item being manipulated) from (Triggering unit)
 

ArmyOfFrogs

New Member
Reaction score
20
It looks like both you and they typed it up wrong. Here's an easier way to run it with loops. Works in my map just fine, for all item types (besides powerup, which you can use for other stuff like potions)

Trigger:
  • CheckInventory
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-class of (Item being manipulated)) Equal to Permanent
          • (Item-class of (Item being manipulated)) Equal to Charged
          • (Item-class of (Item being manipulated)) Equal to Artifact
          • (Item-class of (Item being manipulated)) Equal to Purchasable
          • (Item-class of (Item being manipulated)) Equal to Campaign
          • (Item-class of (Item being manipulated)) Equal to Miscellaneous
    • Actions
      • Set tmp_PlayerGroup = (Player group((Owner of (Triggering unit))))
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-class of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-class of (Item being manipulated))
              • (Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
            • Then - Actions
              • Hero - Drop (Item being manipulated) from (Hero manipulating item)
              • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffff0000Sorry you...
            • Else - Actions
      • Custom script: call DestroyForce(udg_tmp_PlayerGroup)
 

LordXavier

TH.net Regular
Reaction score
16
Here's a map that will solve your problem. The only thing on it is a hero and a bundle of campaign items. I took the trigger from a map of mine (that's why it's only for campaign). All you have to do for the other item types is copy and paste it and change all the Campaign to the other item class.
for some reason... the first trigger drops the item the second i pick it up.
any1 know why? here is the trigger

Weapon
Events
Unit - A unit Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Permanent
Or - Any (Conditions) are true
Conditions
(Item-class of (Item carried by (Triggering unit) in slot 1)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 2)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 3)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 4)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 5)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 6)) Equal to Permanent
Actions
Hero - Drop (Item being manipulated) from (Triggering unit)
The reason that doesn't work is because if you have the item-class condition for every slot it'll drop it, with mine it checks all but 1 slot.
 

Attachments

  • Limiting 1 item per class per unit.w3x
    12.2 KB · Views: 81

RoarMan

Member
Reaction score
12
for some reason... the first trigger drops the item the second i pick it up.
any1 know why? here is the trigger

Weapon
Events
Unit - A unit Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Permanent
Or - Any (Conditions) are true
Conditions
(Item-class of (Item carried by (Triggering unit) in slot 1)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 2)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 3)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 4)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 5)) Equal to Permanent
(Item-class of (Item carried by (Triggering unit) in slot 6)) Equal to Permanent
Actions
Hero - Drop (Item being manipulated) from (Triggering unit)

Ah yea, sorry, I was in a rush, needed to run an errand :p
 
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