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Good afternoon, I have an answer!Good afternoon, I have a question, how to make that unit could not pick up 2 items from one class.
Item Classes and Dropping

Events


Unit - A unit Acquires an item

Conditions


Or - Any (Conditions) are true



Conditions




And - All (Conditions) are true





Conditions






(Item-class of (Item being manipulated)) Equal to (Item-class of (Item carried by (Triggering unit) in slot 1))






(Item carried by (Triggering unit) in slot 1) Not equal to (Item being manipulated)




And - All (Conditions) are true





Conditions






(Item-class of (Item being manipulated)) Equal to (Item-class of (Item carried by (Triggering unit) in slot 2))






(Item carried by (Triggering unit) in slot 2) Not equal to (Item being manipulated)




And - All (Conditions) are true





Conditions






(Item-class of (Item being manipulated)) Equal to (Item-class of (Item carried by (Triggering unit) in slot 3))






(Item carried by (Triggering unit) in slot 3) Not equal to (Item being manipulated)




And - All (Conditions) are true





Conditions






(Item-class of (Item being manipulated)) Equal to (Item-class of (Item carried by (Triggering unit) in slot 4))






(Item carried by (Triggering unit) in slot 4) Not equal to (Item being manipulated)




And - All (Conditions) are true





Conditions






(Item-class of (Item being manipulated)) Equal to (Item-class of (Item carried by (Triggering unit) in slot 5))






(Item carried by (Triggering unit) in slot 5) Not equal to (Item being manipulated)




And - All (Conditions) are true





Conditions






(Item-class of (Item being manipulated)) Equal to (Item-class of (Item carried by (Triggering unit) in slot 6))






(Item carried by (Triggering unit) in slot 6) Not equal to (Item being manipulated)

Actions


Hero - Drop (Item being manipulated) from (Triggering unit)
item block and drop

Events


Unit - A unit Acquires an item

Conditions

Actions


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



Loop - Actions




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





If - Conditions






(Item being manipulated) Not equal to (Item carried by (Triggering unit) in slot INT_TEMP)






(Item-class of (Item being manipulated)) Equal to (Item-class of (Item carried by (Triggering unit) in slot INT_TEMP))





Then - Actions






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






Custom script: exitwhen true





Else - Actions


Set INT_TEMP = 0
If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If - Conditions


(Item-type of (Item being manipulated)) Equal to [Item 1]


((Hero manipulating item) has an item of type [Item 1] Equal to True

Then - Actions


Hero - Drop (Item being manipulated) from (Hero manipulating item)


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



If - Conditions




((Hero manipulating item) has an item of type [Item 1]) Equal to False




((Hero manipulating item) has an item of type [Item 2]) Equal to False



Then - Actions




Hero - Give (Item being manipulated) to (Hero manipulating item)



Else - Actions

Else - Actions
Here is the same test map with my solution.
EDIT: Didn't think a few triggers would increase the filesize by so much.
Thanks, but that's not what I need, it is necessary to take the unit could not carry items of a one class
Try my solution. I tested it, and it only works with one trigger.
You don't need anything else.
Mine also works with one trigger and has no variables. It is based on the fact that when you pick the item, you drop it, if you have one of the forbidden items, the item is not repicked. Otherwise it is repicked. That's how it works. Well, now it's up to you to decide which you prefer, I offered my solution.
Can you upload your solution I do not understand how to do some of the conditions.
Thank you!!!! and how to configure the class of artifacts?
Ardenian (again) posted the best way.
@TO: Check IDS, and make it complex using the Base.
Sure, though its not always that a system is the best solution.
Its the user's choice.
