Conflicting Error Triggers

Outbreak191

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Using Vexorions SimError function I've been trying to make a message the pops up when either you have more than one weapon or armour, or you pick up an item your class cannot use. Sadly it always shows the error message for the wrong class item even to signify that you cannot have more than one weapon or armour despite the fact that the wrong class error trigger shouldnt even be running. Here are the triggers:
Code:
Only One Weapon
    Events
        Unit - A unit Acquires an item
    Conditions
        (Item-class of (Item being manipulated)) Equal to Campaign
    Actions
        For each (Integer B) from 1 to 6, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        And - All (Conditions) are true
                            Conditions
                                (Item carried by (Hero manipulating item) in slot (Integer B)) Not equal to (Item being manipulated)
                                (Item-class of (Item carried by (Hero manipulating item) in slot (Integer B))) Equal to Campaign
                    Then - Actions
                        Set loc = (Position of (Hero manipulating item))
                        Item - Create (Item-type of (Item being manipulated)) at loc
                        Custom script:   set udg_loc = null
                        Item - Remove (Item being manipulated)
                        Set Error_Message = You cannot have more than one weapon at a time!
                        Custom script:   call SimError(GetOwningPlayer(GetManipulatingUnit()), udg_Error_Message)
                    Else - Actions

Code:
Item Class Comparison
    Events
        Unit - A unit Acquires an item
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                And - All (Conditions) are true
                    Conditions
                        (Unit-type of (Hero manipulating item)) Equal to Dagger
                        (Item level of (Item being manipulated)) Not equal to 1
                        (Item level of (Item being manipulated)) Not equal to 8
            Then - Actions
                Set loc = (Position of (Hero manipulating item))
                Item - Create (Item-type of (Item being manipulated)) at loc
                Custom script:   set udg_loc = null
                Item - Remove (Item being manipulated)
                Set Error_Message = Your class cannot use this item!
                Custom script:   call SimError(GetOwningPlayer(GetManipulatingUnit()), udg_Error_Message)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                And - All (Conditions) are true
                    Conditions
                        (Unit-type of (Hero manipulating item)) Equal to Cyan
                        (Item level of (Item being manipulated)) Not equal to 2
                        (Item level of (Item being manipulated)) Not equal to 8
            Then - Actions
                Set loc = (Position of (Hero manipulating item))
                Item - Create (Item-type of (Item being manipulated)) at loc
                Custom script:   set udg_loc = null
                Item - Remove (Item being manipulated)
                Set Error_Message = Your class cannot use this item!
                Custom script:   call SimError(GetOwningPlayer(GetManipulatingUnit()), udg_Error_Message)
            Else - Actions

I have used levels to detect which class can use which items and item-classes to detect whether an item is an armour, weapon or accessory.
 
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