# Heroes only equip 1 kind of item

#### Purgatory

Level 3
Guys, is there any way to do that?, for example, i have an item called Abyssal Blade, then if i pick another Abyssal Blade, it will be unusable, or immediately dropped, or whatever it is, the point is i need to make all players wouldn't be able to having 2 same items.

how do i do that? thanks

#### Fruit Forest

Level 11
Guys, is there any way to do that?, for example, i have an item called Abyssal Blade, then if i pick another Abyssal Blade, it will be unusable, or immediately dropped, or whatever it is, the point is i need to make all players wouldn't be able to having 2 same items.

how do i do that? thanks
When unit pick items You must do next
For each Loop Integer from 1 to 6 do actions
If Conditions:
item carried by triggering hero in slot Loop Integer equals to item type of item being manipulated
And
Item not equals item being manipulated
Then
Move item being manipulated to the position of the triggerring unit.

#### Purgatory

Level 3
so i skip the condition and straight to action > For each integer?

#### Fruit Forest

Level 11
so i skip the condition and straight to action > For each integer?
loop will check conditions 6 times (because 6 inventory slots) and if it find something then it drop item.

#### Purgatory

Level 3
EXAMPLE
Events
Unit - A unit Acquires an item
Conditions
Actions
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions

Like this?

Level 11
Ah yes.

#### Purgatory

Level 3
EXAMPLE
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
((Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))) and ((Matching item) Not equal to (Item being manipulated))
Then - Actions
Item - Move (Item being manipulated) to (Position of (Triggering unit))
Else - Actions

#### Purgatory

Level 3
we didnt mention the type of item we want to trigger (Abyssal Blade), how its gonna work?

#### Purgatory

Level 3
IT WORKS! THanks dude Rep+

EXAMPLE
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
((Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))) and ((Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item being manipulated))
(Item-type of (Item being manipulated)) Equal to Abyssal Blade
((Triggering unit) has an item of type Abyssal Blade) Equal to True
Then - Actions
Item - Move (Item being manipulated) to (Position of (Triggering unit))
Else - Actions

#### Fruit Forest

Level 11
Also pay attention you have the item which has class "Permanent" for example if you put "consumable" class items you might have the problem, so better add additional condition to check item class.

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