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(GUI) Simple Item system - Allready have item of that type

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Level 10
Joined
Nov 24, 2010
Messages
546
Hello guys,

I am requesting a simsple item system.
I have item types divided into 6 categories:

Permanent - Weapon
Charged - Head
Artifact - Chest
Purchaseable - Consumeables
Campaing - Offhand
Misc - Misc :)

Note, don't need to be MUI or MPI, only one hero and only one player!

I want system to be working for those item categories, wich means one unit cannot wear more than 1 item type. Credits and rep will be given, check my signature for seeing useage of system. Thank you in advance,
Palooo3
 
Last edited:
Level 9
Joined
Jul 10, 2011
Messages
562
  • OneOfEachType
    • Events
      • Unit - A unit Aquires an item
    • Conditions
    • Actions
      • Do Multiple ActionsFor each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (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
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Conditions
                  • (Item-type of (Item being manipulated)) Gleich (==) (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A)))
                • 'THEN'-Actions
                  • Set GotOne[(Player number of (Owner of (Triggering unit)))] = (GotOne[(Player number of (Owner of (Triggering unit)))] + 1)
                • 'ELSE'-Actions
            • 'ELSE'-Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Conditions
          • GotOne[(Player number of (Owner of (Triggering unit)))] Greater/Equal to (>=) 2
        • 'THEN'-Actions
          • Hero - Drop (Item being manipulated) from (Hero manipulating item)
          • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffffcc00You can't...
          • Set GotOne[(Player number of (Owner of (Triggering unit)))] = 0
        • 'ELSE'-Actions
          • Set GotOne[(Player number of (Owner of (Triggering unit)))] = 0
to make it work for your purpose just change the line
  • (Item-class of (Item being manipulated)) Equal to (==) Permanent
to an 'or-multiple conditions' and add all your item classes.
 

Deleted member 177737

D

Deleted member 177737

Is there a chance you would trigger it for me on test map?:)

Just a note, don't use the triggers that the guy above posted. They are very inefficient. I suggest posting this in the triggers section, you usually get a good response there for things like this.
 

Deleted member 177737

D

Deleted member 177737

Ignore the rules sometimes if you want to get something done. (Not saying to ignore the big rules, but something minor like this shouldn't matter)
 
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