I already have a trigger to define the difference between weapons/off hand/armor/headgear/jewelry as such
However I was wondering if there was another way I could define items within that IE like sword/staff etc. and also make the item hero level dependant
Trigger:
- Main hand
- Events
- Unit - A unit Acquires an item
- Conditions
- (Item-class of (Item being manipulated)) Equal to Campaign
- Actions
- Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 1
- Wait 0.01 seconds
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- (Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Campaign
- (Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Campaign
- (Item-class of (Item carried by (Hero manipulating item) in slot 4)) Equal to Campaign
- (Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Campaign
- (Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to Campaign
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
- Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: (colorGold + You may only wield one weapon!)
- Else - Actions
- If - Conditions
- Events
However I was wondering if there was another way I could define items within that IE like sword/staff etc. and also make the item hero level dependant