When a hero uses a gun, the hero's items are all dropped, then the hero
is switched to another unit type, and the items are added back.
Bug:
However, only the item in slot #1 is being added back. The other items just stay on the ground.
is switched to another unit type, and the items are added back.
Bug:
However, only the item in slot #1 is being added back. The other items just stay on the ground.
Trigger:
- AquiresGun Copy
- Events
- Unit - A unit Uses an item
- Conditions
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item being manipulated)) Equal to Bolter
- (Item-type of (Item being manipulated)) Equal to Scorcher
- (Item-type of (Item being manipulated)) Equal to Magnum
- (Item-type of (Item being manipulated)) Equal to Freezer
- (Item-type of (Item being manipulated)) Equal to Hunting Rifle
- (Item-type of (Item being manipulated)) Equal to Sniper Rifle
- (Item-type of (Item being manipulated)) Equal to Cryro Rifle
- (Item-type of (Item being manipulated)) Equal to Shotgun
- (Item-type of (Item being manipulated)) Equal to Minigun
- (Item-type of (Item being manipulated)) Equal to Vindicator
- (Item-type of (Item being manipulated)) Equal to Rocket Launcher
- (Item-type of (Item being manipulated)) Equal to Shuriken Launcher
- (Item-type of (Item being manipulated)) Equal to Laser Cannon
- (Item-type of (Item being manipulated)) Equal to Plasma Rifle
- (Item-type of (Item being manipulated)) Equal to Electro-Rifle
- (Item-type of (Item being manipulated)) Equal to Altair-Corp Assault Rifle
- (Item-type of (Item being manipulated)) Equal to Altair-Corp Priority Rifle
- (Item-type of (Item being manipulated)) Equal to Plasma Pistol
- (Item-type of (Item being manipulated)) Equal to Super Sledge
- (Item-type of (Item being manipulated)) Equal to Razor Sword
- (Item-type of (Item being manipulated)) Equal to Vibro-Axes
- (Item-type of (Item being manipulated)) Equal to Necro Corp Soul Blade
- (Item-type of (Item being manipulated)) Equal to Brass Knuckles
- (Item-type of (Item being manipulated)) Equal to Power Fists
- Conditions
- Or - Any (Conditions) are true
- Actions
- Set PlayerNumber = (Player number of (Owner of (Hero manipulating item)))
- Set HeroXp = (Hero experience of Hero[PlayerNumber])
- For each (Integer A) from 1 to 25, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of (Hero manipulating item)) Equal to GunUnitType[(Integer A)]
- Then - Actions
- Hero - Create GunType[(Integer A)] and give it to (Hero manipulating item)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- -------- Drop Gun --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Small Guns for (Owner of (Hero manipulating item))) Equal to 0
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item being manipulated)) Equal to Bolter
- (Item-type of (Item being manipulated)) Equal to Magnum
- (Item-type of (Item being manipulated)) Equal to Scorcher
- (Item-type of (Item being manipulated)) Equal to Freezer
- Conditions
- Then - Actions
- Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
- Skip remaining actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Large Guns for (Owner of (Hero manipulating item))) Equal to 0
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item being manipulated)) Equal to Cryro Rifle
- (Item-type of (Item being manipulated)) Equal to Hunting Rifle
- (Item-type of (Item being manipulated)) Equal to Sniper Rifle
- (Item-type of (Item being manipulated)) Equal to Shotgun
- Conditions
- Then - Actions
- Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
- Skip remaining actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Heavy Weapons for (Owner of (Hero manipulating item))) Equal to 0
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item being manipulated)) Equal to Shuriken Launcher
- (Item-type of (Item being manipulated)) Equal to Laser Cannon
- (Item-type of (Item being manipulated)) Equal to Minigun
- (Item-type of (Item being manipulated)) Equal to Rocket Launcher
- (Item-type of (Item being manipulated)) Equal to Vindicator
- Conditions
- Then - Actions
- Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
- Skip remaining actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Advanced Weapons for (Owner of (Hero manipulating item))) Equal to 0
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item being manipulated)) Equal to Plasma Rifle
- (Item-type of (Item being manipulated)) Equal to Electro-Rifle
- (Item-type of (Item being manipulated)) Equal to Altair-Corp Assault Rifle
- (Item-type of (Item being manipulated)) Equal to Altair-Corp Priority Rifle
- (Item-type of (Item being manipulated)) Equal to Plasma Pistol
- Conditions
- Then - Actions
- Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
- Skip remaining actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Melee Weapons for (Owner of (Hero manipulating item))) Equal to 0
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item being manipulated)) Equal to Super Sledge
- (Item-type of (Item being manipulated)) Equal to Razor Sword
- (Item-type of (Item being manipulated)) Equal to Vibro-Axes
- (Item-type of (Item being manipulated)) Equal to Necro Corp Soul Blade
- Conditions
- Then - Actions
- Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
- Skip remaining actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Fist Weapons for (Owner of (Hero manipulating item))) Equal to 0
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item being manipulated)) Equal to Brass Knuckles
- (Item-type of (Item being manipulated)) Equal to Power Fists
- Conditions
- Then - Actions
- Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
- Skip remaining actions
- Else - Actions
- If - Conditions
- -------- Switch Hero --------
- -------- Small Guns --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Small Guns for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Bolter
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Bolter (Small Guns) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Small Guns for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Magnum
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Magnum (Small Guns) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Small Guns for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Scorcher
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Scorcher (Small Guns) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Small Guns for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Freezer
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Freezer (Small Guns) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- -------- Large Guns --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Large Guns for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Hunting Rifle
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Hunting Rifle (Large Guns) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Large Guns for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Cryro Rifle
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Cryro-Rifle (Large Guns) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Large Guns for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Shotgun
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Shotgun (Large Guns) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Large Guns for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Sniper Rifle
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Sniper Rifle (Large Guns) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- -------- Heavy Weapons --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Heavy Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Shuriken Launcher
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Shuriken Launcher (Heavy Weapons) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Heavy Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Laser Cannon
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Laser Cannon (Heavy Weapons) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Heavy Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Minigun
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Minigun (Heavy Weapons) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Heavy Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Vindicator
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Vindicator (Heavy Weapons) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Heavy Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Rocket Launcher
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Rocket Launcher (Heavy Weapons) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- -------- Advanced Weapons --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Advanced Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Electro-Rifle
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Electro-Rifle (Advanced Weapons) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Advanced Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Plasma Rifle
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Plasma Rifle (Advanced Weapons) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Advanced Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Altair-Corp Priority Rifle
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Altair Corp Priority Rifle (Advanced Weapons) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Advanced Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Altair-Corp Assault Rifle
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Altair Corp Assault Rifle (Advanced Weapons) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Advanced Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Plasma Pistol
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Plasma Pistol (Advanced Weapons) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- -------- Melee Weapons --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Melee Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Super Sledge
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Super-Sledge (Melee) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Melee Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Razor Sword
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Razor Sword (Melee) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Melee Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Necro Corp Soul Blade
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Necro Corp Soul Blade (Melee) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Melee Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Vibro-Axes
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Vibro-Axes (Melee) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- -------- Fist Weapons --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Fist Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Brass Knuckles
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Brass Knuckles (Fist) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Fist Weapons for (Owner of (Hero manipulating item))) Greater than or equal to 1
- (Item-type of (Item being manipulated)) Equal to Power Fists
- Then - Actions
- Item - Remove (Item being manipulated)
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set DroppedItem[(Integer A)] = (Item carried by Hero[PlayerNumber] in slot (Integer A))
- Hero - Drop DroppedItem[(Integer A)] from Hero[PlayerNumber]
- Loop - Actions
- Unit - Replace Hero[PlayerNumber] with a Power Fists (Fist) using The old unit's relative life and mana
- Else - Actions
- If - Conditions
- -------- Switch --------
- Set TempHero = (Last replaced unit)
- Set Hero[PlayerNumber] = TempHero
- Hero - Modify Strength of Hero[PlayerNumber]: Set to (BaseStr[ClassNum[PlayerNumber]] + (StrGrow[ClassNum[PlayerNumber]] x (Hero level of Hero[PlayerNumber])))
- Hero - Modify Agility of Hero[PlayerNumber]: Set to (BaseAgi[ClassNum[PlayerNumber]] + (AgiGrow[ClassNum[PlayerNumber]] x (Hero level of Hero[PlayerNumber])))
- Hero - Modify Intelligence of Hero[PlayerNumber]: Set to (BaseInt[ClassNum[PlayerNumber]] + (IntGrow[ClassNum[PlayerNumber]] x (Hero level of Hero[PlayerNumber])))
- Trigger - Turn off GainsLevel <gen>
- Hero - Set Hero[PlayerNumber] experience to HeroXp, Hide level-up graphics
- Trigger - Turn on GainsLevel <gen>
- Player - Enable BaseStats[ClassNum[PlayerNumber]] for (Owner of Hero[PlayerNumber])
- Unit - Add BaseStats[ClassNum[PlayerNumber]] to Hero[PlayerNumber]
- Player - Disable BaseStats[ClassNum[PlayerNumber]] for (Owner of Hero[PlayerNumber])
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Hero - Give DroppedItem[(Integer A)] to Hero[PlayerNumber]
- Loop - Actions
- For each (Integer A) from 1 to 30, do (Actions)
- Loop - Actions
- Unit - Set level of Abilities[(Integer A)] for Hero[PlayerNumber] to (Current research level of Tech[(Integer A)] for (Player(PlayerNumber)))
- Loop - Actions
- For each (Integer A) from 1 to 45, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of HeroSkills[(Integer A)] for SkillChooser[PlayerNumber]) Greater than 0
- Then - Actions
- Unit - Add HeroSkills[(Integer A)] to Hero[PlayerNumber]
- Else - Actions
- If - Conditions
- Unit - Set level of HeroSkills[(Integer A)] for Hero[PlayerNumber] to (Level of HeroSkills[(Integer A)] for SkillChooser[PlayerNumber])
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Prowler for (Player(PlayerNumber))) Greater than 0
- Then - Actions
- Unit - Add Prowler Bonus to Hero[PlayerNumber]
- Unit - Set level of Prowler Bonus for Hero[PlayerNumber] to (Current research level of Prowler for (Player(PlayerNumber)))
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Agile for (Player(PlayerNumber))) Greater than 0
- Then - Actions
- Unit - Add Agile Bonus to Hero[PlayerNumber]
- Unit - Set level of Agile Bonus for Hero[PlayerNumber] to (Current research level of Agile for (Player(PlayerNumber)))
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Strong for (Player(PlayerNumber))) Greater than 0
- Then - Actions
- Unit - Add Strong Bonus to Hero[PlayerNumber]
- Unit - Set level of Strong Bonus for Hero[PlayerNumber] to (Current research level of Strong for (Player(PlayerNumber)))
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Agile for (Player(PlayerNumber))) Greater than 0
- Then - Actions
- Unit - Add Intelligent Bonus to Hero[PlayerNumber]
- Unit - Set level of Intelligent Bonus for Hero[PlayerNumber] to (Current research level of Agile for (Player(PlayerNumber)))
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current research level of Intelligent for (Player(PlayerNumber))) Greater than 0
- Then - Actions
- Unit - Add Intelligent Bonus to Hero[PlayerNumber]
- Unit - Set level of Intelligent Bonus for Hero[PlayerNumber] to (Current research level of Intelligent for (Player(PlayerNumber)))
- Else - Actions
- If - Conditions
- -------- Gun Abilities --------
- -------- Small Guns --------
- Unit - Set level of Overpower for Hero[PlayerNumber] to (Current research level of Small Guns for (Player(PlayerNumber)))
- Unit - Set level of Napalm for Hero[PlayerNumber] to (Current research level of Small Guns for (Player(PlayerNumber)))
- Unit - Set level of Fast Shot for Hero[PlayerNumber] to (Current research level of Small Guns for (Player(PlayerNumber)))
- Unit - Set level of Freeze Ray for Hero[PlayerNumber] to (Current research level of Small Guns for (Player(PlayerNumber)))
- -------- Large Guns --------
- Unit - Set level of Aimed Shot for Hero[PlayerNumber] to (Current research level of Large Guns for (Player(PlayerNumber)))
- Unit - Set level of Cryro Bullets for Hero[PlayerNumber] to (Current research level of Large Guns for (Player(PlayerNumber)))
- Unit - Set level of Sniper Shot for Hero[PlayerNumber] to (Current research level of Large Guns for (Player(PlayerNumber)))
- Unit - Set level of Concussive Shots for Hero[PlayerNumber] to (Current research level of Large Guns for (Player(PlayerNumber)))
- -------- Heavy Weapons --------
- Unit - Set level of Blade Wind for Hero[PlayerNumber] to (Current research level of Heavy Weapons for (Player(PlayerNumber)))
- Unit - Set level of Over Charge for Hero[PlayerNumber] to (Current research level of Heavy Weapons for (Player(PlayerNumber)))
- Unit - Set level of Bombardment for Hero[PlayerNumber] to (Current research level of Heavy Weapons for (Player(PlayerNumber)))
- Unit - Set level of Charged Blast for Hero[PlayerNumber] to (Current research level of Heavy Weapons for (Player(PlayerNumber)))
- -------- Advanced Weapons --------
- Unit - Set level of Plasma Burn for Hero[PlayerNumber] to (Current research level of Advanced Weapons for (Player(PlayerNumber)))
- Unit - Set level of Energy Discharge for Hero[PlayerNumber] to (Current research level of Advanced Weapons for (Player(PlayerNumber)))
- Unit - Set level of Flash for Hero[PlayerNumber] to (Current research level of Advanced Weapons for (Player(PlayerNumber)))
- -------- Melee Weapons --------
- Unit - Set level of Devotion Aura for Hero[PlayerNumber] to (Current research level of Melee Weapons for (Player(PlayerNumber)))
- Unit - Set level of Sweeping Strike for Hero[PlayerNumber] to (Current research level of Melee Weapons for (Player(PlayerNumber)))
- Unit - Set level of Vibro-Axes for Hero[PlayerNumber] to (Current research level of Melee Weapons for (Player(PlayerNumber)))
- Unit - Set level of Soul Drain for Hero[PlayerNumber] to (Current research level of Melee Weapons for (Player(PlayerNumber)))
- -------- Fist Weapons --------
- Unit - Set level of Crippling Strike for Hero[PlayerNumber] to (Current research level of Fist Weapons for (Player(PlayerNumber)))
- Unit - Set level of Pummul for Hero[PlayerNumber] to (Current research level of Fist Weapons for (Player(PlayerNumber)))
- Events