- 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
-
-
-
-

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
-
-
-
-



Then - Actions
-



Else - Actions
-




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

Actions
-


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





Then - Actions
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Set AlreadyCarryingEquip = (AlreadyCarryingEquip + 1)
-
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Else - Actions
-
-
-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
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AlreadyCarryingEquip Greater than or equal to 1
-




And - All (Conditions) are true
-





Conditions
-






(Unit-type of (Hero manipulating item)) Equal to Mage
-
-
-
-



Then - Actions
-




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



Else - Actions
-




Set AlreadyCarryingEquip = -1
-
-
-
-
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:











