How to make Level Requirements for Items?

Epicgamers

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How to make CLASS |HERO| Requirements for Items?

How to make class requirements for items?
i mean like ur hero need to be equal to: Archer too take/buy the item.
Thanks

Here is the code for 'Level requirements for items' Maybie its easier to make it from there on?

-BTW THIS LEVEL REQUIREMENTS CODE IS BY GUY FROM THE FIRST POST BELOW ME>< =]

Code:
Required Level
    Events
        Unit - A unit Acquires an item
    Conditions
    Actions
        --------  ---- ---- ---- ---- ---- ---- ----  REQUIRED LEVEL 2  ---- ---- ---- ---- ---- ---- ----  --------  // I recommend you use this if you want all required level trigger in only one trigger
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Hero manipulating item) is A Hero) Equal to True  // This makes sure that only heroes cannot wield the items and no required level is needed for non-hero units
                (Level of (Hero manipulating item)) Less than 2  // This is the required level of your item
                Or - Any (Conditions) are true  // In here you put the item that requires the hero to be level 2 or more to get the item
                    Conditions
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Ring of Regeneration|r
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Periapt of Vitality|r
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Pendant of Energy|r
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Mask of Death|r
                        (Item-type of (Item being manipulated)) Equal to |CFFFDC689Staff of Wisdom|r
                        (Item-type of (Item being manipulated)) Equal to |CFFFDC689Gloves of Speed|r
                        (Item-type of (Item being manipulated)) Equal to |CFFFDC689Axe of Power|r
            Then - Actions
                Hero - Drop (Item being manipulated) from (Hero manipulating item)
                Floating Text - Create floating text that reads (Required level of  + ((Name of (Item being manipulated)) +  is 2)) above (Hero manipulating item) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
                Floating Text - Set the velocity of (Last created floating text) to 90.00 towards 90.00 degrees
            Else - Actions
 
EDIT:

Code:
Required Level
    Events
        Unit - A unit Acquires an item
    Conditions
    Actions
        --------  ---- ---- ---- ---- ---- ---- ----  REQUIRED LEVEL 2  ---- ---- ---- ---- ---- ---- ----  --------  [COLOR="Green"]// I recommend you use this if you want all required level trigger in only one trigger[/COLOR]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Hero manipulating item) is A Hero) Equal to True  [COLOR="Green"]// This makes sure that only heroes cannot wield the items and no required level is needed for non-hero units[/COLOR]
                (Level of (Hero manipulating item)) Less than 2  [COLOR="Green"]// This is the required level of your item[/COLOR]
                Or - Any (Conditions) are true  [COLOR="Green"]// In here you put the item that requires the hero to be level 2 or more to get the item[/COLOR]
                    Conditions
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Ring of Regeneration|r
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Periapt of Vitality|r
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Pendant of Energy|r
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Mask of Death|r
                        (Item-type of (Item being manipulated)) Equal to |CFFFDC689Staff of Wisdom|r
                        (Item-type of (Item being manipulated)) Equal to |CFFFDC689Gloves of Speed|r
                        (Item-type of (Item being manipulated)) Equal to |CFFFDC689Axe of Power|r
            Then - Actions
                Hero - Drop (Item being manipulated) from (Hero manipulating item)
                Floating Text - Create floating text that reads (Required level of  + ((Name of (Item being manipulated)) +  is 2)) above (Hero manipulating item) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
                Floating Text - Set the velocity of (Last created floating text) to 90.00 towards 90.00 degrees
            Else - Actions
 
I think there should be a field for that in the Object Editor: Techtree - Requirements - Level... Try that ;)

Ok, that won't work, sorry XD

Try this instead:
Trigger:
  • Item Level
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to &lt;Your Item&gt;
      • (Hero level of (Hero manipulating item)) Less than &lt;Your Level&gt;
    • Actions
      • Item - Make (Item being manipulated) Droppable
      • Hero - Drop (Item being manipulated) from (Hero manipulating item)
 
I think there should be a field for that in the Object Editor: Techtree - Requirements - Level... Try that ;)

Ok, that won't work, sorry XD

Try this instead:
Trigger:
  • Item Level
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to &lt;Your Item&gt;
      • (Hero level of (Hero manipulating item)) Less than &lt;Your Level&gt;
    • Actions
      • Item - Make (Item being manipulated) Droppable
      • Hero - Drop (Item being manipulated) from (Hero manipulating item)

Thanks!

I have a question, at conditions item type of .
Can you do multiple items in that same trigger, cause they need same level?
Or will it make the trigger useless :p
 
Yes, as long as it's the same level, just put all Item-types in an "Or" and you should be fine ;)
 
Class requirement For items =[?

Hello, this item requirements system, by the guy somewhere above me.
thanks for it.
Can someone make a Class-Requirements system of it?
For a Pretty good Coder, that would be a piece of cake right?

Thanks ;p


Code:
Required Level
    Events
        Unit - A unit Acquires an item
    Conditions
    Actions
        --------  ---- ---- ---- ---- ---- ---- ----  REQUIRED LEVEL 2  ---- ---- ---- ---- ---- ---- ----  --------  // I recommend you use this if you want all required level trigger in only one trigger
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Hero manipulating item) is A Hero) Equal to True  // This makes sure that only heroes cannot wield the items and no required level is needed for non-hero units
                (Level of (Hero manipulating item)) Less than 2  // This is the required level of your item
                Or - Any (Conditions) are true  // In here you put the item that requires the hero to be level 2 or more to get the item
                    Conditions
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Ring of Regeneration|r
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Periapt of Vitality|r
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Pendant of Energy|r
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Mask of Death|r
                        (Item-type of (Item being manipulated)) Equal to |CFFFDC689Staff of Wisdom|r
                        (Item-type of (Item being manipulated)) Equal to |CFFFDC689Gloves of Speed|r
                        (Item-type of (Item being manipulated)) Equal to |CFFFDC689Axe of Power|r
            Then - Actions
                Hero - Drop (Item being manipulated) from (Hero manipulating item)
                Floating Text - Create floating text that reads (Required level of  + ((Name of (Item being manipulated)) +  is 2)) above (Hero manipulating item) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
                Floating Text - Set the velocity of (Last created floating text) to 90.00 towards 90.00 degrees
            Else - Actions
 
you've to wait 24 hours before bumping..

Edit: I havent tried this code, but i guess its something like this:

For Race
Trigger:
  • For Race
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • -------- item is claws of attack --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +3
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +6
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +9
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +12
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +15
        • Then - Actions
        • Else - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Skip remaining actions
      • -------- -------- -------- is an orc -------- -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Race of (Owner of (Hero manipulating item))) Equal to Orc
        • Then - Actions
        • Else - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Skip remaining actions
      • -------- is level 5+ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Hero level of (Hero manipulating item)) Greater than or equal to 5
        • Then - Actions
        • Else - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Skip remaining actions


For Unit Type
Trigger:
  • For Unit Type
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • -------- item is claws of damage --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +3
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +15
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +12
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +6
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +9
        • Then - Actions
        • Else - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Skip remaining actions
      • -------- -------- -------- is an archer of an orc -------- -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Hero manipulating item)) Equal to Archer
          • (Unit-type of (Hero manipulating item)) Equal to Grunt
        • Then - Actions
        • Else - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Skip remaining actions
      • -------- is level 5+ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Hero level of (Hero manipulating item)) Greater than or equal to 5
        • Then - Actions
        • Else - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Skip remaining actions

Edit2: remember, i havent tested the triggers :)
 
you've to wait 24 hours before bumping..

Edit: I havent tried this code, but i guess its something like this:

For Race
Trigger:
  • For Race
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • -------- item is claws of attack --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +3
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +6
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +9
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +12
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +15
        • Then - Actions
        • Else - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Skip remaining actions
      • -------- -------- -------- is an orc -------- -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Race of (Owner of (Hero manipulating item))) Equal to Orc
        • Then - Actions
        • Else - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Skip remaining actions
      • -------- is level 5+ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Hero level of (Hero manipulating item)) Greater than or equal to 5
        • Then - Actions
        • Else - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Skip remaining actions


For Unit Type
Trigger:
  • For Unit Type
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • -------- item is claws of damage --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +3
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +15
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +12
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +6
              • (Item-type of (Item being manipulated)) Equal to Claws of Attack +9
        • Then - Actions
        • Else - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Skip remaining actions
      • -------- -------- -------- is an archer of an orc -------- -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Hero manipulating item)) Equal to Archer
          • (Unit-type of (Hero manipulating item)) Equal to Grunt
        • Then - Actions
        • Else - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Skip remaining actions
      • -------- is level 5+ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Hero level of (Hero manipulating item)) Greater than or equal to 5
        • Then - Actions
        • Else - Actions
          • Item - Make (Item being manipulated) Droppable
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Skip remaining actions

Edit2: remember, i havent tested the triggers :)

Lol i had to do these fixes:
-At the first part of the trigger with claws of attacks, beneath that must not be Else/then actions.

At the end Else actions must be on then actions
ELSE, I HAVE TO list every single item i use from the game that doesnt need requirements 2, cause 'the hero isnt on the triggers then. :p

=] thanks, even it was a 2nd class trigger ^^
 
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