Item Help

Nums

New Member
Reaction score
1
Heya, This is probably a simple thing to do but I cant figure it out.

I'm creating a maze map (just to learn how to use the editor)

Different terrain does different thing when walked on, so for lava it does damage.

This is the script I have setup

Trigger:
  • Lava
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then actions) else do (Else actions)
            • If - Conditions
              • (Terrain type at (Position of (Picked unit))) Equal to Dungeon - Lava
            • Then - Actions
              • (Unit - Cause (Picked unit) to damage (Picked unit), dealing X damage of attack type Spells and damage type Fire
            • Else - Actions
              • Do Nothing
      • Custom script: call DestroyGroup(GetLastCreatedGroup())


Not sure if there is a better way to do that, if so tips are greatly welcomed.

Im trying to make it so if a unit has a certain item then it wont do damage. Something like this im guessing.

If ((Item carried by (Picked unit in slot 1) Equal to ITEM then do (Do nothing) else do ((Unit - Cause (Picked unit) to damage (Picked unit), dealing X damage of attack type Spells and damage type Fire.

Anyone able to help?
 

Tom Jones

N/A
Reaction score
437
Add this to your if/then/else action:

Trigger:
  • ((Picked unit) has an item of type Tome of Experience) Equal to False


*Edit*
It's a boolean comparision, under hero.
 

Nums

New Member
Reaction score
1
Add this to your if/then/else action:

Trigger:
  • ((Picked unit) has an item of type Tome of Experience) Equal to False


*Edit*
It's a boolean comparision, under hero.

Knew it was something simple!

Thanks :)

Also 1 other thing, been trying to make an item respawn when its picked up though haven't had much luck :/
 

SpaceBar

New Member
Reaction score
16
Trigger:
  • Events
    • Unit - A unit aquires an item
    • Conditions
    • (Item-type of (Item being manipluated)) Equal to <your item>
    • Actions
    • Set ItemRespawn = (Item carried by (Hero maniplating item) of type <your item>
    • Item - Create (Item-type of ItemRespawn) at (Position of (Hero maniplating item))


ItemRespawn is a Item varible
 

Nums

New Member
Reaction score
1
One more question.

How do I make an item unique (players can only carry 1 of that item type at a time)
 

Komaqtion

You can change this now in User CP.
Reaction score
469
This should do it:
Trigger:
  • Unique Items
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to <Your Item>
      • Or - Any (Conditions) are true
        • Conditions
          • (Item carried by (Hero manipulating item) in slot 1) Equal to (Item being manipulated)
          • (Item carried by (Hero manipulating item) in slot 2) Equal to (Item being manipulated)
          • (Item carried by (Hero manipulating item) in slot 3) Equal to (Item being manipulated)
          • (Item carried by (Hero manipulating item) in slot 4) Equal to (Item being manipulated)
          • (Item carried by (Hero manipulating item) in slot 5) Equal to (Item being manipulated)
          • (Item carried by (Hero manipulating item) in slot 6) Equal to (Item being manipulated)
    • Actions
      • Hero - Drop (Item being manipulated) from (Hero manipulating item)
 

Nums

New Member
Reaction score
1
I tried that, The hero drops the item as soon as he gets it even if he doesn't have one already.
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Try this, just to test:
Trigger:
  • Unique Items
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Crown of Kings +5
    • Actions
      • Hero - Drop (Item being manipulated) from (Hero manipulating item)
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Last dropped item))
            • Then - Actions
              • Skip remaining actions
            • Else - Actions
      • Hero - Give (Last dropped item) to (Hero manipulating item)
 

SpaceBar

New Member
Reaction score
16
Trigger:
  • Maximum
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item type of (Item being manipulated) Equal to <your item>
    • Actions
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))
              • (Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
            • Then - Actions
              • Hero - Drop the item from slot (Integer A) of (Hero manipulating item)
              • Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: You can only have this item once..
            • Else - Actions


Here, this should work, if not just post away!

If you wish to add more items, under Conditions, just do the following;

Trigger:
  • Conditions
    • Or - Any (Conditions) are true
      • Conditions
        • (Item type of (Item being manipulated) Equal to Claws of Attack
        • (Item type of (Item being manipulated) Equal to Crown of Kings
        • Just keep adding items here!


Enjoy!
 

Nums

New Member
Reaction score
1
Still doesn't work >.<

Players are able to pick up more then 1 of the item.
 

MagnaGuard

Active Member
Reaction score
49
Set the item to a category such as artifact. Then check if the unit has another artifact in his inventory and if so, order triggering unit to drop Item being manipulated.
 
Reaction score
149
Code:
Limit
    Events
        Unit - A unit Acquires an item
    Conditions
        ((Hero manipulating item) is A Hero) Equal to True
        (Item-class of (Item being manipulated)) Not equal to Miscellaneous
    Actions
        For each (Integer A) from 1 to 6, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-class of (Item being manipulated))
                        (Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Owner of (Hero manipulating item)) controller) Equal to User
                            Then - Actions
                                Hero - Drop (Item carried by (Hero manipulating item) in slot (Integer A)) from (Hero manipulating item)
                            Else - Actions
                                Hero - Drop (Item being manipulated) from (Hero manipulating item)
                    Else - Actions
                        Do nothing

This works for Human players, Player may pick 1 Artifact, 1 Permanent and so on... Yet, there is that "Misc" condition.. this means that unti will be able to have few Miscellaneous items (for example, potions) in inventory. Just remove that condition if it's not needed.
 
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