help with triggers pls

  • Thread starter Thread starter great_joe
  • Start date Start date
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great_joe

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im not that good wid triggers, im trying to make one that only allows a hero to pick up one piece of a certain class of items.

in the map im making , there are 2 kinds of items left hand weapons and right hand weapons. There are 4 kinds of left hand weapons and 5 kinds of right hand ones. how can i make a trigger that allows a hero to pick up only one left hand weapon of whatever kind and one right hand weapon of any kind.

In other words a hero can not pick up 2 left hand weapons or 2 right hand weapons. he can ony get one of each
 
hmmm quite ambitious this trigger, it might be a bit complex. nice idea though.

you're going to have to make 2 boolean variable arrays, one called hasLeftHandWeapon and the other called hasRightHandWeapon. Lets assume left hand weapons are in one class, say "permanent", and right hand weapons are in another class, say "charged"

you're going to make use of the action 'unit - set custom value' later on. Make an integer variable for now and called that CustomValue, set its initial value to zero.

The hero must be created at some point in the game, so we will use the custom value then:

Code:
event:
  [unit enters region]
  unit enters (playable map area)
condition:
  [boolean comparison - unit classification check]
  (entering unit) is (A Hero)
action:
  Unit - set custom value of (entering unit) to CustomValue
  [set variable]
  set CustomValue = CustomValue + 1
and when a unit picks up a left hand weapon:
Code:
event:
  [generic unit event]
  a unit acquires an item
condition:
  [boolean comparison - unit classification check]
  (hero manipulating item) is (A Hero)
  [item class comparison]
  (Item-class of (Item being manipulated)) Equal to Permanent
action:
  if (set hasLeftHandWeapon[unit - custom value of (hero manipulating item)] = true) {
    [item - move instantly]
    Item - Move (Item being manipulated) to (Position of (Hero manipulating item))
    game - display text "sorry you already have a left hand weapon"
  }
  else {
    set hasLeftHandWeapon[unit - custom value of (hero manipulating item)] = true
  }

and when a unit picks up a right hand weapon:
Code:
event:
  [generic unit event]
  a unit acquires an item
condition:
  [boolean comparison - unit classification check]
  (hero manipulating item) is (A Hero)
  [item class comparison]
  (Item-class of (Item being manipulated)) Equal to Charged
action:
  if (set hasRightHandWeapon[unit - custom value of (hero manipulating item)] = true) {
    [item - move instantly]
    Item - Move (Item being manipulated) to (Position of (Hero manipulating item))
    game - display text "sorry you already have a right hand weapon"
  }
  else {
    set hasRightHandWeapon[unit - custom value of (hero manipulating item)] = true
  }
 
Wow, you're skillfull with triggers…
You forgot one thing though; There are other permanent and charged weapons. Is there a way to add a class?

If it is, you could make that classification "unpickupable". So if the unit picks up the item, you could remove the item and replace it with the "unpickupable" item.
 
you have a good point there, I did a shift double-click on the 'stats - classification' field, and I was able to write in a new class there, but I think the editor just classes any non-standard fields as being miscellaneous.

Anyway, I was just being pedantic and answering the question specifically, the way I would do it is to make 2 item-type variable arrays for left handed and right handed weapons, and assign all the weapons into those array. And when those triggers above get evaluated, I would change, for example:

(Item-class of (Item being manipulated)) Equal to Permanent

to

Code:
Or - Any (Conditions) are true
    Conditions
        (Item-type of (Item being manipulated)) Equal to lefthandeditems[0]
        (Item-type of (Item being manipulated)) Equal to lefthandeditems[1]
        (Item-type of (Item being manipulated)) Equal to lefthandeditems[2]

etc. etc.

It might get a bit long, but it will work nonetheless.
 
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