Item class within an item class/item hero level dependant

Firezy

New Member
Reaction score
14
I already have a trigger to define the difference between weapons/off hand/armor/headgear/jewelry as such

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
        • 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


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
 

Exide

I am amazingly focused right now!
Reaction score
448
Here's one way of doing it:
Trigger:
  • Level Requirement
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Shield
          • (Item-type of (Item being manipulated)) Equal to Armor
          • (Item-type of (Item being manipulated)) Equal to Weapon
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Shield
          • (Level of (Triggering unit)) Less than 5
        • Then - Actions
          • Hero - Drop (Item being manipulated) from (Triggering unit)
          • Quest - Display to (All players) the Quest Update message: Your level is too l...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Armor
          • (Level of (Triggering unit)) Less than 3
        • Then - Actions
          • Hero - Drop (Item being manipulated) from (Triggering unit)
          • Quest - Display to (All players) the Quest Update message: Your level is too l...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Weapon
          • (Level of (Triggering unit)) Less than 4
        • Then - Actions
          • Hero - Drop (Item being manipulated) from (Triggering unit)
          • Quest - Display to (All players) the Quest Update message: Your level is too l...
        • Else - Actions


I guess you need one for each item, though..
 

lindenkron

You can change this now in User CP
Reaction score
102
Trigger:
  • AmmunitionAcquire
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Hollow-point Bullets
          • (Item-type of (Item being manipulated)) Equal to Steel Bullets
          • (Item-type of (Item being manipulated)) Equal to Split Bullets
    • Actions
      • Set Ammunition[(Player number of (Owner of (Hero manipulating item)))] = (Ammunition[(Player number of (Owner of (Hero manipulating item)))] + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Ammunition[(Player number of (Owner of (Hero manipulating item)))] Greater than 1
        • Then - Actions
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
        • Else - Actions
          • Unit - Order (Triggering unit) to move (Item being manipulated) to inventory slot 1


Trigger:
  • AmmunitionDrop
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Hollow-point Bullets
          • (Item-type of (Item being manipulated)) Equal to Steel Bullets
          • (Item-type of (Item being manipulated)) Equal to Split Bullets
    • Actions
      • Set Ammunition[(Player number of (Owner of (Hero manipulating item)))] = (Ammunition[(Player number of (Owner of (Hero manipulating item)))] - 1)


Create variables instead of checking every slot :)

This method also allows you to make 'endless' amount of item types. All you need is 2 triggers for each item type. This trigger is one I used in my map. It allows the user to only have 1 bullet on him at a type.

You just add all the swords / bullets / what ever fits the item type to the condition: "(Item-type of (Item being manipulated)) Equal to *Name of Item*.

The Ammunition is a variable integer array.

Create one of these variable arrays for each item type you want. For example:
Sword,
Necklace,
Shield,
Chest,
Helmet
etc etc.

Also. This trigger does what you want it to regarding the "item stay in a specific slot.
Trigger:
  • Unit - Order (Triggering unit) to move (Item being manipulated) to inventory slot 1

That moves the item to slot 1 if it is a Bullet. Meaning you can only have one bullet one you, and it will always be in slot 1.

Hope this is usefull to you ;)
-Lindenkron
 

Firezy

New Member
Reaction score
14
so if I wanna make the item hero dependant as well all I have to do is create a
if
unit type of hero manipulating item equal to myhero
then
do your if/then/else
else
display the text to owner of hero manipulating item you cant use that item

something like that? anyways +rep thanks


also can I use this to replace my system all together because tbh I don't like the move item to slot 1 since there's only one item that needs to be in a certain slot
 
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