AceHart
Your Friendly Neighborhood Admin
- Reaction score
- 1,494
Every now and then, there might be a need to put some restrictions on your items.
As an example, your map uses different types of "swords",
and you'd like your Heroes to only be able to carry one of those,
not two or more at the same time.
How does it work?
If you get a new item,
we have a look at what item exactly it was.
If it fits the conditions, we then find out in what slot your Hero currently has that item.
That's the first "for integer".
It only needs to run from 1 to 5, because, if we didn't find the item until then,
there's no way to have two of them anyway...
Can't have two items in one slot, now, can you?
Once we found it, we look through all the other slots after that one.
That's the second "for integer".
And, well, if we find that very same item once more,
we simply drop it from the Hero,
and show some message like "Nah, doesn't work".
The "actions" code is very generic.
Meaning, if you have several items this rule should apply to,
you can simply put all of them in the "conditions" part.
The trigger will work as is.
In my example up here, it will limit both "Healing Salve" and "Rod of Necromancy" to one only.
You can have both together, but only ever one of each.
There's also a slightly simpler version of this:
Same idea, when we find the same item as the one we just got, remove it.
However, the first version can easily be adapted to item groups:
For example, several types of "Thoroughly Rusted Swords" or "Dunce Caps" or whatever,
and you'd like to limit your Heroes to one item only per group.
Based on the trigger above, you'll need one trigger per item group:
In this example, your Hero can have one of Healing Salve or one of Rod of Necromancy,
but not two of the same type,
and not more than one of each.
Happy mapping.
Yours,
AceHart
By popular request, please find attached a demo map with
"Single Item", "Item Groups" and "Class Based" item restriction triggers.
As an example, your map uses different types of "swords",
and you'd like your Heroes to only be able to carry one of those,
not two or more at the same time.
Code:
ThisItemOnlyOnce
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Healing Salve
(Item-type of (Item being manipulated)) Equal to Rod of Necromancy
Actions
For each (Integer A) from 1 to 5, 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))
Then - Actions
For each (Integer B) from ((Integer A) + 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 B))) Equal to (Item-type of (Item being manipulated))
Then - Actions
Hero - Drop the item from slot (Integer B) of (Hero manipulating item)
Quest - Display to (Player group((Owner of (Hero manipulating item)))) the Warning message: Sorry, this item only once
Else - Actions
Else - Actions
How does it work?
If you get a new item,
we have a look at what item exactly it was.
If it fits the conditions, we then find out in what slot your Hero currently has that item.
That's the first "for integer".
It only needs to run from 1 to 5, because, if we didn't find the item until then,
there's no way to have two of them anyway...
Can't have two items in one slot, now, can you?
Once we found it, we look through all the other slots after that one.
That's the second "for integer".
And, well, if we find that very same item once more,
we simply drop it from the Hero,
and show some message like "Nah, doesn't work".
The "actions" code is very generic.
Meaning, if you have several items this rule should apply to,
you can simply put all of them in the "conditions" part.
The trigger will work as is.
In my example up here, it will limit both "Healing Salve" and "Rod of Necromancy" to one only.
You can have both together, but only ever one of each.
There's also a slightly simpler version of this:
Code:
ItemOnce
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Cheese
(Item-type of (Item being manipulated)) Equal to Blood Key
(Item-type of (Item being manipulated)) Equal to Gem Fragment
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)
Quest - Display to (Player group((Owner of (Hero manipulating item)))) the Warning message: This item only once...
Else - Actions
Same idea, when we find the same item as the one we just got, remove it.
However, the first version can easily be adapted to item groups:
For example, several types of "Thoroughly Rusted Swords" or "Dunce Caps" or whatever,
and you'd like to limit your Heroes to one item only per group.
Based on the trigger above, you'll need one trigger per item group:
Code:
ThisItemOnlyOnce
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Healing Salve
(Item-type of (Item being manipulated)) Equal to Rod of Necromancy
Actions
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Healing Salve
(Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Rod of Necromancy
Then - Actions
For each (Integer B) from ((Integer A) + 1) to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Hero manipulating item) in slot (Integer B))) Equal to Healing Salve
(Item-type of (Item carried by (Hero manipulating item) in slot (Integer B))) Equal to Rod of Necromancy
Then - Actions
Hero - Drop the item from slot (Integer B) of (Hero manipulating item)
Quest - Display to (Player group((Owner of (Hero manipulating item)))) the Warning message: Sorry, this item only once
Else - Actions
Else - Actions
In this example, your Hero can have one of Healing Salve or one of Rod of Necromancy,
but not two of the same type,
and not more than one of each.
Happy mapping.
Yours,
AceHart
By popular request, please find attached a demo map with
"Single Item", "Item Groups" and "Class Based" item restriction triggers.