Deleted member 177737
D
Deleted member 177737
Hey,
I just began making a DnD (Dungeons & Dragons) style combat-modifier system where if you pick up certain items it gets added through a formula to decide how much damage you deal.
Now the problem I'm facing is with the 3 triggers that deal with stopping the player from equipping 2 weapons at the same time, and trigger that deals with equipping, and the trigger that deals with unequipping.
The Bug:
When I go to pickup the Rusty Axe or the Rusty Sword the trigger that prevents picking up 2 weapons turns on somehow which is causing me to be unable to pick up either of the items to test the other triggers.
(The triggers "Weapon UnEquip" and "Weapon Stop Equip" have been initally turned off)
I just began making a DnD (Dungeons & Dragons) style combat-modifier system where if you pick up certain items it gets added through a formula to decide how much damage you deal.
Now the problem I'm facing is with the 3 triggers that deal with stopping the player from equipping 2 weapons at the same time, and trigger that deals with equipping, and the trigger that deals with unequipping.
The Bug:
When I go to pickup the Rusty Axe or the Rusty Sword the trigger that prevents picking up 2 weapons turns on somehow which is causing me to be unable to pick up either of the items to test the other triggers.
(The triggers "Weapon UnEquip" and "Weapon Stop Equip" have been initally turned off)
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Weapon Equip
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Events
- Unit - A unit Acquires an item
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Conditions
- (Hero manipulating item) Equal to Unit_Hero
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Actions
- -------- Rusty Axe --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item being manipulated)) Equal to Rusty Axe
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Then - Actions
- -------- Damage +3 --------
- Set Damage_WeaponDamageModifier = 3
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Else - Actions
- -------- Rusty Sword --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item being manipulated)) Equal to Rusty Sword
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Then - Actions
- -------- Damage +6 --------
- Set Damage_WeaponDamageModifier = 6
- Else - Actions
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If - Conditions
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If - Conditions
- Trigger - Turn on Weapon UnEquip <gen>
- Trigger - Turn on Weapon Stop Equip <gen>
- Trigger - Turn off (This trigger)
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Events
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Weapon UnEquip
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Events
- Unit - A unit Loses an item
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Conditions
- (Hero manipulating item) Equal to Unit_Hero
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Actions
- -------- Rusty Axe --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item being manipulated)) Equal to Rusty Axe
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Then - Actions
- Set Damage_WeaponDamageModifier = 0
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Else - Actions
- -------- Rusty Sword --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item being manipulated)) Equal to Rusty Sword
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Then - Actions
- Set Damage_WeaponDamageModifier = 0
- Else - Actions
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If - Conditions
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If - Conditions
- Trigger - Turn on Weapon Equip <gen>
- Trigger - Turn off Weapon Stop Equip <gen>
- Trigger - Turn off (This trigger)
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Events
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Weapon Stop Equip
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Events
- Unit - A unit Acquires an item
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Conditions
- (Hero manipulating item) Equal to Unit_Hero
-
Actions
- -------- Rusty Axe --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item being manipulated)) Equal to Rusty Axe
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Then - Actions
- Item - Move (Item being manipulated) to (Position of (Hero manipulating item))
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Else - Actions
- -------- Rusty Sword --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item being manipulated)) Equal to Rusty Sword
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Then - Actions
- Item - Move (Item being manipulated) to (Position of (Hero manipulating item))
- Else - Actions
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If - Conditions
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If - Conditions
- Game - Display to (All players) the text: You already have a ...
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Events