Mechanical Healing Potion Issue

rileyknight

New Member
How would I prevent a mechanical unit from using a healing potion or regeneration potions?

I've modified the targets allowed and it doesn't work.

My only solution was to trigger it, but if I have multiple types of healing potions and regeneration potions, the trigger could become quite large.
 

ZakkWylde-

New Member
EDIT: You modified the targets of the healing potions and regeneration potions to exclude Mechanical? How is this even possible?
 

rileyknight

New Member
EDIT: You modified the targets of the healing potions and regeneration potions to exclude Mechanical? How is this even possible?
Inside of the item is an ability. That ability has an option to modify labelled "Stats - Targets Allowed" and I know for sure that it works with other abilities, for some reason it is not now. I, of course, realize that targeting is a dark art, but perhaps someone knows of a way to make it work.
 

inevit4ble

Well-Known Member
You could make the potions so they can't be picked up by the mechanical unit quite easily. Perhaps thats a solution?
You would don't this via Item Classifications
 

Accname

2D-Graphics enthusiast
How would I prevent a mechanical unit from using a healing potion or regeneration potions?

I've modified the targets allowed and it doesn't work.

My only solution was to trigger it, but if I have multiple types of healing potions and regeneration potions, the trigger could become quite large.
there is no way without triggers.
 

ZakkWylde-

New Member
If you want all of the items that you add to act the same way...it seems as simple as creating an item (or an item-type) array, setting each "new" item (that you decide to add) to an index of the array. Then when an item is used...check if it (or its type) is equal to anything in the array -- from first index to last possible index (i.e., the number of items you have) -- and do whatever you wanted to do with the trigger. THIS MIGHT BE BETTER if you check item-types instead...really depends on what you're doing.

This will prevent the trigger from becoming unwieldy. (The second trigger that sets an index of the array to each new item might get pretty big, but it is all variable-setting, and it is well-ordered).

My $.02 anyways--hope it helps.
 

inevit4ble

Well-Known Member
Well if you adapt Zakk's idea but instead of ItemType you use ItemClass, and in the object editor you use one classification for all the potions (only potions) and check itemClass of ManipulatedItem and order unit to stop or what ever.
 

rileyknight

New Member
Well if you adapt Zakk's idea but instead of ItemType you use ItemClass, and in the object editor you use one classification for all the potions (only potions) and check itemClass of ManipulatedItem and order unit to stop or what ever.
This seems like the best solution. Although the ideal situation would be preventing them from USING the item, as opposed to picking up the item. However, I don't want to trigger each item so I guess I have to do, what I have to do.
 

ZakkWylde-

New Member
Well if you adapt Zakk's idea but instead of ItemType you use ItemClass, and in the object editor you use one classification for all the potions (only potions) and check itemClass of ManipulatedItem and order unit to stop or what ever.
Thank you. sir, for the fix.
 

inevit4ble

Well-Known Member
Thank you. sir, for the fix.
Lol teamwork :)

This seems like the best solution. Although the ideal situation would be preventing them from USING the item, as opposed to picking up the item. However, I don't want to trigger each item so I guess I have to do, what I have to do.
I was referring to stopping the use,
similar process as forcing a drop on pick up, but instead forcing the unit to stop when unit uses item.
 
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