- Joined
- Apr 16, 2011
- Messages
- 158
hello galley
Lets explain me my situation,
I Have different classes in my map (Mage and Duelist) and I want that each class, can only catch items of his/her class, I made that in two triggers:
Does a way exist of to classify the items (weapons, boots, helmets) and to do with what each class doesn't diffuse more than an item of the type?
Thank you for his/her attention, excuses if I was not clear or for English
:Goblin_good_job:
Lets explain me my situation,
I Have different classes in my map (Mage and Duelist) and I want that each class, can only catch items of his/her class, I made that in two triggers:
-
Mage
-
Events
- Unit - A unit Acquires an item
-
Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Item-type of (Item being manipulated)) Equal to Air Orb
- (Item-type of (Item being manipulated)) Equal to Aquariuns Orb
- (Item-type of (Item being manipulated)) Equal to Darkness Orb
- (Item-type of (Item being manipulated)) Equal to Divine Orb
- (Item-type of (Item being manipulated)) Equal to Elemental Orb
- (Item-type of (Item being manipulated)) Equal to Flame Orb
- (Item-type of (Item being manipulated)) Equal to Magma Orb
- (Item-type of (Item being manipulated)) Equal to Nature Orb
- (Item-type of (Item being manipulated)) Equal to Plasma Orb
-
Conditions
-
Or - Any (Conditions) are true
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Name of (Hero manipulating item)) Equal to Mage
-
Conditions
-
Or - Any (Conditions) are true
- Then - Actions
-
Else - Actions
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Pickup Weapon Condition
-
Events
- Unit - A unit Acquires an item
-
Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Item-type of (Item being manipulated)) Equal to Air Orb
- (Item-type of (Item being manipulated)) Equal to Aquariuns Orb
- (Item-type of (Item being manipulated)) Equal to Darkness Orb
- (Item-type of (Item being manipulated)) Equal to Divine Orb
- (Item-type of (Item being manipulated)) Equal to Elemental Orb
- (Item-type of (Item being manipulated)) Equal to Flame Orb
- (Item-type of (Item being manipulated)) Equal to Magma Orb
- (Item-type of (Item being manipulated)) Equal to Nature Orb
- (Item-type of (Item being manipulated)) Equal to Plasma Orb
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Or - Any (Conditions) are true
-
Conditions
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Air Orb
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Aquariuns Orb
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Darkness Orb
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Divine Orb
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Elemental Orb
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Flame Orb
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Magma Orb
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Nature Orb
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Plasma Orb
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set AlreadyCarryingEquip = (AlreadyCarryingEquip + 1)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- AlreadyCarryingEquip Greater than or equal to 1
-
And - All (Conditions) are true
-
Conditions
- (Unit-type of (Hero manipulating item)) Equal to Mage
-
Conditions
-
Then - Actions
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
-
Else - Actions
- Set AlreadyCarryingEquip = -1
-
If - Conditions
-
For each (Integer A) from 1 to 6, do (Actions)
-
Events
Does a way exist of to classify the items (weapons, boots, helmets) and to do with what each class doesn't diffuse more than an item of the type?
Thank you for his/her attention, excuses if I was not clear or for English
:Goblin_good_job: