Trigger Limiting Items Problem

  • Thread starter Thread starter HoboJoe_5
  • Start date Start date
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HoboJoe_5

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These triggers are supposed to work with each other to prevent a hero from owning more then one of a specific item. There is something wrong with one of them but i can't tell which one or what it is.
ItemsOwned
Code:
    Events
        Unit - A unit Acquires an item
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Item-type of (Item being manipulated)) Equal to Camouflage Clothing
            Then - Actions
                Set ITEMsCamo[(Player number of (Owner of (Triggering unit)))] = (ITEMsCamo[(Player number of (Owner of (Triggering unit)))] + 1)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-type of (Item being manipulated)) Equal to Protective Gear
                    Then - Actions
                        Set ITEMsPGear[(Player number of (Owner of (Triggering unit)))] = (ITEMsPGear[(Player number of (Owner of (Triggering unit)))] + 1)
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Item-type of (Item being manipulated)) Equal to Gripping Gloves
                            Then - Actions
                                Set ITEMsGrip[(Player number of (Owner of (Triggering unit)))] = (ITEMsGrip[(Player number of (Owner of (Triggering unit)))] + 1)
                            Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Item-type of (Item being manipulated)) Equal to Helmet
                                    Then - Actions
                                        Set ITEMsHelm[(Player number of (Owner of (Triggering unit)))] = (ITEMsHelm[(Player number of (Owner of (Triggering unit)))] + 1)
                                    Else - Actions
                                        Do nothing
Code:
LimitPgear
    Events
        Unit - A unit Acquires an item
    Conditions
        ITEMsPGear[(Player number of (Owner of (Triggering unit)))] Greater than 1
        (Item being manipulated) Equal to (Item carried by (Triggering unit) of type Protective Gear)
    Actions
        Item - Remove (Item being manipulated)
I have many triggers like this second trigger but i only need to put one it because they are all basically the same only for diferent items.
 
Whats this supposed to do? Explain it in detail... also stop using Triggering unit where you should use Hero manipulating item!
 
Before we get into the entire thing about variable A does this while B stores C etc... some ideas that may make it easier.



A: You could try setting the hit points of each item u cant stack to a different value (Note: Items should be removed if hit, and maybe remove item from targeted allowed on heros). But when they pick up an item, if any item owned by player X hit points equal to the hit points of item being manipulated etc.. cant be equal to 75 tho. If you get that.



B: Use the default warcraft classifacation system for item slot types. Like Artifact can be helm, Purchasable can be chest etc. Need one that can be stacked for potions and everything else though. Then just check every item etc..



Note that you should know, to check every item use For each integer 1-6, then item in slot <For each integer A>. Also check that the item isnt equal to manipulted item because then you wouldnt be able to pick it up at all.
 
Well, besides the fact you are using (Triggering unit) instead of (Hero manipulating item)...

They should probably all be the same trigger; this way, you don't have any way of determining which will run first.

The way you have it, the value of these arrays will never decrease... it will increase every time an item is picked up, but never ever go down.

(Oh, and there's no need to put a "Do nothing" in an If/Then/Else with multiple functions.)
 
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