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bloodbane7 can u send me how i make the trigger i did not make it so good -.-'
thats a but complicate you can ether get an Inventory system or try to make one your self!
To use this trigger properly you must set all weapon types to a different item type.
I.E. One-hand weapons all need to be artifacts.
All bows are level 2 items (can be changed)
----below are the default weapon types----- (can be changed if necessary)
Artifact- main hand
Permanent- Two Hand
Purchasable- Chest
Charged- Helm
Powerup- Back armor
Campaign- Off Hand
Equipment

Events


Unit - A unit Acquires an item

Conditions


And - All (Conditions) are true



Conditions




(Unit-type of (Triggering unit)) Not equal to Human Guard




(Unit-type of (Triggering unit)) Not equal to Bag

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Item-class of (Item being manipulated)) Equal to Artifact



Then - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






Or - Any (Conditions) are true







Conditions








((Triggering unit) has TwoHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True








((Triggering unit) has MainHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True





Then - Actions






Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000You alrea...






Hero - Drop (Item being manipulated) from (Triggering unit)





Else - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








((Triggering unit) has MainHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to False







Then - Actions








Set MainHandWep[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)







Else - Actions



Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Item-class of (Item being manipulated)) Equal to Campaign





Then - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








Or - Any (Conditions) are true









Conditions










((Triggering unit) has TwoHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True










((Triggering unit) has OffHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True







Then - Actions








Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000You alrea...








Hero - Drop (Item being manipulated) from (Triggering unit)







Else - Actions








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










((Triggering unit) has OffHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to False









Then - Actions










Set OffHandWep[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)









Else - Actions





Else - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(Item-class of (Item being manipulated)) Equal to Powerup







Then - Actions








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










((Triggering unit) has BackArmor[(Player number of (Owner of (Triggering unit)))]) Equal to True









Then - Actions










Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000You can o...










Hero - Drop (Item being manipulated) from (Triggering unit)









Else - Actions










If (All Conditions are True) then do (Then Actions) else do (Else Actions)











If - Conditions












((Triggering unit) has BackArmor[(Player number of (Owner of (Triggering unit)))]) Equal to False











Then - Actions












Set BackArmor[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)











Else - Actions







Else - Actions








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(Item-class of (Item being manipulated)) Equal to Charged









Then - Actions










If (All Conditions are True) then do (Then Actions) else do (Else Actions)











If - Conditions












((Triggering unit) has HeadArmor[(Player number of (Owner of (Triggering unit)))]) Equal to True











Then - Actions












Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000You can o...












Hero - Drop (Item being manipulated) from (Triggering unit)











Else - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














((Triggering unit) has HeadArmor[(Player number of (Owner of (Triggering unit)))]) Equal to False













Then - Actions














Set HeadArmor[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)













Else - Actions









Else - Actions










If (All Conditions are True) then do (Then Actions) else do (Else Actions)











If - Conditions












(Item-class of (Item being manipulated)) Equal to Purchasable











Then - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














((Triggering unit) has ChestArmor[(Player number of (Owner of (Triggering unit)))]) Equal to True













Then - Actions














Hero - Drop (Item being manipulated) from (Triggering unit)














Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000You can o...













Else - Actions














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















((Triggering unit) has ChestArmor[(Player number of (Owner of (Triggering unit)))]) Equal to False















Then - Actions
















Set ChestArmor[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)















Else - Actions











Else - Actions












-------- Bows. (please change the sylvanis unit to what ever archer unit you have in your map. you can also duplicate the sylvanas condition to make mutiple archery-type units. --------












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














And - All (Conditions) are true















Conditions
















(Item-class of (Item being manipulated)) Equal to Permanent
















(Item level of (Item being manipulated)) Equal to 2
















(Unit-type of (Triggering unit)) Not equal to Human ranger













Then - Actions














Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000Only Rang...














Hero - Drop (Item being manipulated) from (Triggering unit)













Else - Actions














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















(Item-class of (Item being manipulated)) Equal to Permanent















Then - Actions
















If (All Conditions are True) then do (Then Actions) else do (Else Actions)

















If - Conditions


















Or - Any (Conditions) are true



















Conditions




















((Triggering unit) has TwoHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True




















((Triggering unit) has OffHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True




















((Triggering unit) has MainHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True

















Then - Actions


















Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000You need ...


















Hero - Drop (Item being manipulated) from (Triggering unit)

















Else - Actions


















If (All Conditions are True) then do (Then Actions) else do (Else Actions)



















If - Conditions




















((Triggering unit) has TwoHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to False



















Then - Actions




















Set TwoHandWep[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)



















Else - Actions















Else - Actions
Unset Equipment

Events


Unit - A unit Loses an item

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Item being manipulated) Equal to BackArmor[(Player number of (Owner of (Triggering unit)))]



Then - Actions




Set BackArmor[(Player number of (Owner of (Triggering unit)))] = No item



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Item being manipulated) Equal to ChestArmor[(Player number of (Owner of (Triggering unit)))]



Then - Actions




Set ChestArmor[(Player number of (Owner of (Triggering unit)))] = No item



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Item being manipulated) Equal to HeadArmor[(Player number of (Owner of (Triggering unit)))]



Then - Actions




Set ChestArmor[(Player number of (Owner of (Triggering unit)))] = No item



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Item being manipulated) Equal to MainHandWep[(Player number of (Owner of (Triggering unit)))]



Then - Actions




Set MainHandWep[(Player number of (Owner of (Triggering unit)))] = No item



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Item being manipulated) Equal to OffHandWep[(Player number of (Owner of (Triggering unit)))]



Then - Actions




Set OffHandWep[(Player number of (Owner of (Triggering unit)))] = No item



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Item being manipulated) Equal to TwoHandWep[(Player number of (Owner of (Triggering unit)))]



Then - Actions




Set TwoHandWep[(Player number of (Owner of (Triggering unit)))] = No item



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Item being manipulated) Equal to HeadArmor[(Player number of (Owner of (Triggering unit)))]



Then - Actions




Set HeadArmor[(Player number of (Owner of (Triggering unit)))] = No item



Else - Actions