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Trigger0
Events

Unit - A unit acquires an item
Conditions

(Item-type of (Item being manipulated)) Equal to Small Axe

(Hero level of (Triggering unit)) Less than 2
Actions

Unit Group - Add (Triggering unit) to Temp_Group
Trigger
Events

Unit - A unit gains a level
Conditions

(Hero level of (Triggering unit)) Equal to True

((Triggering unit) is in Temp_Group) Equal to True
Actions

Unit Group - Remove (Triggering unit) from Temp_Group

For each (Integer A) from 1 to 6, do (Actions)


Loop - Actions



If (All conditions are true) then do (Actions)




If - Conditions





(Item-type of (Item carried by (Triggering unit) in slot (IntegerA)) Equal to Small Axe




Then - Actions





Item - Remove (Item carried by (Triggering unit) in slot (IntegerA) of type Small Axe)





Hero - Create Small Axe (Active) and give it to (Triggering unit)




Else - Actions
Trigger2
Events

Unit - A unit loses an item
Conditions

(Item-type of (Item being manipulated)) Equal to Small Axe

((Triggering unit) is in Temp_Group) Equal to True
Actions

Unit Group - Remove (Triggering unit) from Temp_Group
Starting Setup

Events


Map initialization

Conditions

Actions


-------- Lvl 1-5 --------


Set CommonItemGroup[1] = Small Axe


Set CommonItemGroup[2] = Short Sword


Set CommonItemGroup[3] = Long Sword
Items Identify

Events


Unit - A unit Acquires an item

Conditions


((Triggering unit) is A Hero) Equal to True

Actions


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



If - Conditions




(Item-type of (Item being manipulated)) Equal to CommonItemGroup[HeroLvl[(Player number of (Owner of (Triggering unit)))]]




(Picked item) Equal to TempItem



Then - Actions



Else - Actions




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

Map Initialization
Conditions
Actions

Set LevelsRequired[1] = 2

Set LevelsRequired[2] = 4

Set LevelsRequired[3] = 14

Set FakeItems[1] = Gloves (x)

Set FakeItems[2] = Axe (x)

Set FakeItems[3] = Sword (x)

Set Items[1] = Gloves

Set Items[2] = Axe

Set Items[3] = Sword
Trigger
Events

Unit - A unit gains a level
Conditions
Actions

For each (IntegerA) from 1 to 3, do (Actions)


Loop - Actions



If (All conditions are true) then do (Actions) else do (Actions)




If - Conditions





(Item-type of (Item carried carried by (Triggering unit) in slot (IntegerA))) Equal to FakeItems[(IntegerA)]




Then - Actions





If (All conditions are true) then do (Actions) else do (Actions)






If - Conditions







(Hero level of (Triggering unit)) Equal to LevelsRequired[(IntegerA)]






Then - Actions







Item - Remove (Item-type of (Item carried by (Triggering unit) in slot (IntegerA) of type FakeItems[(IntegerA)]







Hero - Create Items[(IntegerA)] and give it to (Triggering unit)






Else - Actions




Else - Actions
Pharaoh_ would it work with a CustomInventory as Anachrons? I guess so, but i am not completely sure.
I created an callback for checking whether the item conditions are met.Pharaoh_ would it work with a CustomInventory as Anachrons? I guess so, but i am not completely sure.
