I'll show you what I have so far, it all works, but only correctly if theres only one player, and if someone drops the item and picks it back up, it adds to the integer. I would be able to do it, but it's a little more complicated if the items has levels, I'll show you what I have so far.
Edit: I highly doubt I'll have to edit either of the 2nd or 3rd, because they're working just fine, but if absolutely necessary, I'll change them.
Trigger:
- Boots 2
- Events
- Unit - A unit Acquires an item
- Conditions
- (Item-type of (Item being manipulated)) Equal to Boots of Speed 1
- And - All (Conditions) are true
- Conditions
- ((Hero manipulating item) has an item of type Boots of Speed 1) Equal to True
- ((Hero manipulating item) has an item of type Boots of Speed 2) Not equal to True
- ((Hero manipulating item) has an item of type Boots of Speed 3) Not equal to True
- Conditions
- Actions
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- If ((Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Boots of Speed 1) then do (Set Boots2 = (Boots2 + 1)) else do (Do nothing)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Boots2 Greater than or equal to 2
- Then - Actions
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
- Item - Remove (Item carried by (Triggering unit) of type Boots of Speed 1)
- Item - Remove (Item carried by (Triggering unit) of type Boots of Speed 1)
- Hero - Create Boots of Speed 2 and give it to (Triggering unit)
- Special Effect - Destroy (Last created special effect)
- Set Boots2 = (Boots2 - 2)
- Else - Actions
- If - Conditions
- Loop - Actions
- For each (Integer A) from 1 to 6, do (Actions)
- Events
Trigger:
- Boots 3
- Events
- Unit - A unit Acquires an item
- Conditions
- (Item-type of (Item being manipulated)) Equal to Boots of Speed 1
- And - All (Conditions) are true
- Conditions
- ((Hero manipulating item) has an item of type Boots of Speed 1) Equal to True
- ((Hero manipulating item) has an item of type Boots of Speed 2) Equal to True
- ((Hero manipulating item) has an item of type Boots of Speed 3) Not equal to True
- Conditions
- Actions
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
- Item - Remove (Item carried by (Triggering unit) of type Boots of Speed 2)
- Item - Remove (Item carried by (Triggering unit) of type Boots of Speed 1)
- Hero - Create Boots of Speed 3 and give it to (Triggering unit)
- Special Effect - Destroy (Last created special effect)
- Events
Trigger:
- Boots 4
- Events
- Unit - A unit Acquires an item
- Conditions
- (Item-type of (Item being manipulated)) Equal to Boots of Speed 1
- And - All (Conditions) are true
- Conditions
- ((Hero manipulating item) has an item of type Boots of Speed 1) Equal to True
- ((Hero manipulating item) has an item of type Boots of Speed 2) Not equal to True
- ((Hero manipulating item) has an item of type Boots of Speed 3) Equal to True
- Conditions
- Actions
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
- Item - Remove (Item carried by (Triggering unit) of type Boots of Speed 3)
- Item - Remove (Item carried by (Triggering unit) of type Boots of Speed 1)
- Hero - Create Boots of Speed 4 and give it to (Triggering unit)
- Special Effect - Destroy (Last created special effect)
- Events
Edit: I highly doubt I'll have to edit either of the 2nd or 3rd, because they're working just fine, but if absolutely necessary, I'll change them.