Item Drop + Switch Hero + Add items back won't work. Can't figure out why

Legacyspy

New Member
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19
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.

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
    • 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
      • -------- 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
        • Then - Actions
          • Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
          • Skip remaining actions
        • Else - Actions
      • 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
        • Then - Actions
          • Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
          • Skip remaining actions
        • Else - Actions
      • 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
        • Then - Actions
          • Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
          • Skip remaining actions
        • Else - Actions
      • 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
        • Then - Actions
          • Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
          • Skip remaining actions
        • Else - Actions
      • 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
        • Then - Actions
          • Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
          • Skip remaining actions
        • Else - Actions
      • 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
        • Then - Actions
          • Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
          • Skip remaining actions
        • Else - Actions
      • -------- 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]
          • Unit - Replace Hero[PlayerNumber] with a Bolter (Small Guns) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Magnum (Small Guns) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Scorcher (Small Guns) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Freezer (Small Guns) using The old unit's relative life and mana
        • Else - Actions
      • -------- 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]
          • Unit - Replace Hero[PlayerNumber] with a Hunting Rifle (Large Guns) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Cryro-Rifle (Large Guns) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Shotgun (Large Guns) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Sniper Rifle (Large Guns) using The old unit's relative life and mana
        • Else - Actions
      • -------- 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]
          • Unit - Replace Hero[PlayerNumber] with a Shuriken Launcher (Heavy Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Laser Cannon (Heavy Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Minigun (Heavy Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Vindicator (Heavy Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Rocket Launcher (Heavy Weapons) using The old unit's relative life and mana
        • Else - Actions
      • -------- 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]
          • Unit - Replace Hero[PlayerNumber] with a Electro-Rifle (Advanced Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Plasma Rifle (Advanced Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Altair Corp Priority Rifle (Advanced Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Altair Corp Assault Rifle (Advanced Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Plasma Pistol (Advanced Weapons) using The old unit's relative life and mana
        • Else - Actions
      • -------- 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]
          • Unit - Replace Hero[PlayerNumber] with a Super-Sledge (Melee) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Razor Sword (Melee) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Necro Corp Soul Blade (Melee) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Vibro-Axes (Melee) using The old unit's relative life and mana
        • Else - Actions
      • -------- 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]
          • Unit - Replace Hero[PlayerNumber] with a Brass Knuckles (Fist) using The old unit's relative life and mana
        • Else - Actions
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Power Fists (Fist) using The old unit's relative life and mana
        • Else - Actions
      • -------- 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]
      • 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)))
      • 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
          • 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)
        • 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 (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 (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 (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 (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
      • -------- 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)))
 

lindenkron

You can change this now in User CP
Reaction score
102
LOL .... Sorry but ... You honestly expect people to read through that?

Start small, make one part work. If that part work duplicate it and change the items / weapons / what ever all that is. Best offer I can give without boring myself to death. (I literally mean death).

gl,
-Lindenkron
 

Ashcat

Hellooo
Reaction score
68
Set the item type being manipulated into a variable, delete the item, then do Hero - Create item of type (variable) for (Last Created Unit)
 

Legacyspy

New Member
Reaction score
19
LOL .... Sorry but ... You honestly expect people to read through that?

Yes I do, if you had read it you would have seen that it is broken up nicely into parts that are the same. Most if is just a bunch of if/then/else that are repeated.

Also in case you don't know you can click the icons in the trigger like you can in the trigger editor in WE. This makes it much easier to read.

Start small, make one part work. If that part work duplicate it and change the items / weapons / what ever all that is. Best offer I can give without boring myself to death. (I literally mean death).
gl,
-Lindenkron

Don't give me a generalized answer. Only one part doesn't work. Every other part works. Clearly you didn't even read the first few sentences where I explain exactly what is going wrong. If you don't have anything to contribute and aren't even going to bother to read it then don't bother posting.

Now to restate so you it doesn't boggle your mind.

The trigger works like this:

The hero uses an item.
The trigger loops through the hero's inventory and its items are stored in an array of 6. The items are then dropped from the hero. Then the hero is replaced with a different unit type. The trigger loops again through the array, giving each item back to the hero.

The problem is that only the first item the hero holds is returned to him. The rest stay on the ground.

My first thought was that the array was only of a size 1. It is not.
My second thought was that the first item the hero held was overwriting the other items. I don't see this anywhere in the triggers. I was stumped so I came here.

Now I am going to paste a simplified version of the trigger for you. Hopefully you will see something I don't. However, the reason I posted the whole trigger above, was because I thought I might lose what was causing the error by only posting part of the trigger.

Trigger:
  • AquiresGun Copy Copy
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Bolter
    • Actions
      • Set PlayerNumber = (Player number of (Owner of (Hero manipulating item)))
      • 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]
          • Unit - Replace Hero[PlayerNumber] with a Bolter (Small Guns) using The old unit's relative life and mana
        • Else - Actions
      • Set TempHero = (Last replaced unit)
      • Set Hero[PlayerNumber] = TempHero
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Hero - Give DroppedItem[(Integer A)] to Hero[PlayerNumber]



Set the item type being manipulated into a variable, delete the item, then do Hero - Create item of type (variable) for (Last Created Unit)

I'd prefer not to do that as I would also have to keep track of the various charges the different items could have. Do you suggest this because it is the only way to do it(because WE is flawed in some way) or because you don't know whats causing the problem and this is a work around?
 

Ashcat

Hellooo
Reaction score
68
I say it because the method you're trying doesn't work, and that one does. It may very well be the only way but I don't know that for sure.
 

Legacyspy

New Member
Reaction score
19
I say it because the method you're trying doesn't work, and that one does. It may very well be the only way but I don't know that for sure.

K thanks


Edit:
Doesn't work. Now instead of dropping 6 items and the hero receiving 1, 6 items are removed and 1 is created. It is still the first item the hero carries.
I suspect I am doing something wrong in both the above and below triggers, or something conflicts with them, also mind you, I am not trying to store the
item being manipulated as you call it above, but the other items being carried by the hero.

Trigger:
  • AquiresGun Try3
    • 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
    • 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
      • -------- 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
        • Then - Actions
          • Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
          • Skip remaining actions
        • Else - Actions
      • 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
        • Then - Actions
          • Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
          • Skip remaining actions
        • Else - Actions
      • 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
        • Then - Actions
          • Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
          • Skip remaining actions
        • Else - Actions
      • 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
        • Then - Actions
          • Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
          • Skip remaining actions
        • Else - Actions
      • 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
        • Then - Actions
          • Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
          • Skip remaining actions
        • Else - Actions
      • 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
        • Then - Actions
          • Hero - Drop (Item being manipulated) from Hero[PlayerNumber]
          • Skip remaining actions
        • Else - Actions
      • -------- 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Bolter (Small Guns) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Magnum (Small Guns) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Scorcher (Small Guns) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Freezer (Small Guns) using The old unit's relative life and mana
        • Else - Actions
      • -------- 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Hunting Rifle (Large Guns) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Cryro-Rifle (Large Guns) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Shotgun (Large Guns) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Sniper Rifle (Large Guns) using The old unit's relative life and mana
        • Else - Actions
      • -------- 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Shuriken Launcher (Heavy Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Laser Cannon (Heavy Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Minigun (Heavy Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Vindicator (Heavy Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Rocket Launcher (Heavy Weapons) using The old unit's relative life and mana
        • Else - Actions
      • -------- 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Electro-Rifle (Advanced Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Plasma Rifle (Advanced Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Altair Corp Priority Rifle (Advanced Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Altair Corp Assault Rifle (Advanced Weapons) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Plasma Pistol (Advanced Weapons) using The old unit's relative life and mana
        • Else - Actions
      • -------- 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Super-Sledge (Melee) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Razor Sword (Melee) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Necro Corp Soul Blade (Melee) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Vibro-Axes (Melee) using The old unit's relative life and mana
        • Else - Actions
      • -------- 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Brass Knuckles (Fist) using The old unit's relative life and mana
        • Else - Actions
      • 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 RemovedItemType[(Integer A)] = (Item-type of (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Set RemovedItemCharges[(Integer A)] = (Charges remaining in (Item carried by Hero[PlayerNumber] in slot (Integer A)))
              • Item - Remove (Item carried by Hero[PlayerNumber] in slot (Integer A))
          • Unit - Replace Hero[PlayerNumber] with a Power Fists (Fist) using The old unit's relative life and mana
        • Else - Actions
      • -------- 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 - Create RemovedItemType[(Integer A)] and give it to (Last replaced unit)
          • Item - Set charges remaining in (Last created item) to RemovedItemCharges[(Integer A)]
      • 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)))
      • 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
          • 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)
        • 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 (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 (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 (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 (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
      • -------- 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)))
 

AceHart

Your Friendly Neighborhood Admin
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> the hero's items are all dropped, then the hero is switched to another unit type, and the items are added back

If both units are Heroes, "Unit - Replace" is already doing that. Along with experience.
 
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