- Joined
- May 16, 2007
- Messages
- 7,284
I would have updated my other post however it was closed, and since the trigger was still a bit inefficient, i wanted to change it.
therefore i did.
Now this system contains only 2 triggers, and allows for
1 two handed weapon
2 one handed weapons
1 shield + 1 one handed weapon
2 shields
but you cannot do
2 two handed weapons
1 shield + 1 two handed weapon
which makes perfect sense.
These are the triggers
Trigger 1:
All You must do is set your items according to the table
Permanent: weapons
Artifact: helmets
Purchaseable: armor
Campaign: shields
and set item levels accordingly.
1 handed weapons: level 1
2 handed weapons: level 2
Shields: level 1
Armor: level 0
Helmets: level 0
I hope you find this useful
See the old system here
therefore i did.
Now this system contains only 2 triggers, and allows for
1 two handed weapon
2 one handed weapons
1 shield + 1 one handed weapon
2 shields
but you cannot do
2 two handed weapons
1 shield + 1 two handed weapon
which makes perfect sense.
These are the triggers
Trigger 1:
-
One Class
-
Events
- Unit - A unit Acquires an item
- Conditions
-
Actions
- -------- Permanent ---> weapons --------
- -------- Artifact ---> Helmets --------
- -------- Purchaseable ---> Armor --------
- -------- Campaign ---> Shield --------
-
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
-
And - All (Conditions) are true
-
Conditions
- ((Hero manipulating item) has (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to True
- (Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
- (Item-class of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-class of (Item being manipulated))
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
-
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
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
- Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
-
Else - Actions
-
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 Artifact
- (Item level of (Item being manipulated)) Equal to 0
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
- Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
-
Else - Actions
-
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 Purchasable
- (Item level of (Item being manipulated)) Equal to 0
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
- Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
-
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
- (Item level of (Item being manipulated)) Equal to 2
-
Then - Actions
- Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Events
-
Onehanded Weapons
-
Events
- Unit - A unit Acquires an item
- Conditions
-
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
-
Or - Any (Conditions) are true
-
Conditions
- (Item-class of (Item being manipulated)) Equal to Permanent
- (Item-class of (Item being manipulated)) Equal to Campaign
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
And - All (Conditions) are true
-
Conditions
- ((Hero manipulating item) has (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to True
- (Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
- ((Item-class of (Item being manipulated)) Equal to Permanent) or ((Item-class of (Item being manipulated)) Equal to Campaign)
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
-
For each (Integer B) from 1 to (Number of items carried by (Hero manipulating item)), do (Actions)
-
Loop - Actions
-
For each (Integer A) from 1 to 1, do (Actions)
-
Loop - Actions
-
For each (Integer B) from 2 to 2, do (Actions)
-
Loop - Actions
-
For each (Integer C) from 3 to 3, do (Actions)
-
Loop - Actions
-
For each (Integer D) from 4 to 4, do (Actions)
-
Loop - Actions
-
For each (Integer E) from 5 to 5, do (Actions)
-
Loop - Actions
-
For each (Integer F) from 6 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-class of (Item carried by (Hero manipulating item) in slot (Integer B))) Equal to Permanent
- (Item-class of (Item carried by (Hero manipulating item) in slot (Integer B))) Equal to Campaign
-
Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 3
- (((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 4
- (((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 5
- (((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 7
- (((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 9
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000Your Hand...
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer F) from 6 to 6, do (Actions)
-
Loop - Actions
-
For each (Integer E) from 5 to 5, do (Actions)
-
Loop - Actions
-
For each (Integer D) from 4 to 4, do (Actions)
-
Loop - Actions
-
For each (Integer C) from 3 to 3, do (Actions)
-
Loop - Actions
-
For each (Integer B) from 2 to 2, do (Actions)
-
Loop - Actions
-
For each (Integer A) from 1 to 1, do (Actions)
-
Loop - Actions
-
For each (Integer B) from 1 to (Number of items carried by (Hero manipulating item)), do (Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer A) from 1 to 6, do (Actions)
-
Events
All You must do is set your items according to the table
Permanent: weapons
Artifact: helmets
Purchaseable: armor
Campaign: shields
and set item levels accordingly.
1 handed weapons: level 1
2 handed weapons: level 2
Shields: level 1
Armor: level 0
Helmets: level 0
I hope you find this useful
See the old system here
Attachments
Last edited: