I'm trying to make some triggers to incorporate item sets, but it's not really functioning properly. If a unit aquires both items in the set, both items are removed and two identical items with different descriptions are created and given to that unit, this works. The dropping part doesn't really work at all, it needs to drop both items, and create the non-complete set description item of the non-dropped item. However i think it's clashing with an item-class based restriction in the same trigger. If anyone could point me in the right direction it'd be great.
A quick explanation of a couple things the Main Hand and Off Hand abilities I add are placeholder, unresearched abilities for item abilities if the player hasn't got a suitable item in their inventory.
All the repeated ability removal was because it seemed to keep adding them again.
A quick explanation of a couple things the Main Hand and Off Hand abilities I add are placeholder, unresearched abilities for item abilities if the player hasn't got a suitable item in their inventory.
All the repeated ability removal was because it seemed to keep adding them again.
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Main Hand
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Events
- Unit - A unit Acquires an item
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Conditions
- (Item-class of (Item being manipulated)) Equal to Permanent
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Actions
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-class of (Item being manipulated))
- (Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
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Then - Actions
- Hero - Drop the item from slot (Integer A) of (Hero manipulating item)
- Quest - Display to (Player group((Owner of (Hero manipulating item)))) the Warning message: Only one main-hand ...
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Else - Actions
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For each (Integer loopA) from 1 to WeaponCountMH, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item being manipulated)) Equal to WeaponsMH[loopA]
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Then - Actions
- Unit - Remove Main Hand from (Triggering unit)
- Unit - Add WeaponAbilitiesMH[loopA] to (Triggering unit)
- -------- ----- SETS ----- --------
- -------- Slashers of the Night --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cFF640CB4Elven Slasher|r
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Then - Actions
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For each (Integer loopB) from 1 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item carried by (Triggering unit) in slot loopB)) Equal to |cFF640CB4Elven Slasher|r
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Then - Actions
- Unit - Remove Elven Slasher (Left) from (Triggering unit)
- Unit - Remove Elven Slasher (Right) from (Triggering unit)
- Item - Remove (Item carried by (Triggering unit) in slot loopB)
- Item - Remove (Item being manipulated)
- Hero - Create |cFF640CB4Elven Slasher|r (2/2) and give it to (Triggering unit)
- Hero - Create |cFF640CB4Elven Slasher|r (2/2) and give it to (Triggering unit)
- Unit - Remove Elven Slasher (Left) from (Triggering unit)
- Unit - Remove Elven Slasher (Right) from (Triggering unit)
- Unit - Remove Main Hand from (Triggering unit)
- Unit - Remove Off Hand from (Triggering unit)
- Unit - Add Elven Slasher (Left) to (Triggering unit)
- Unit - Add Elven Slasher (Right) to (Triggering unit)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer loopB) from 1 to 6, do (Actions)
- Else - Actions
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If - Conditions
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer loopA) from 1 to WeaponCountMH, do (Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer A) from 1 to 6, do (Actions)
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Events
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Lose
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Events
- Unit - A unit Loses an item
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item being manipulated)) Not equal to |cFF640CB4Elven Slasher|r (2/2)
- (Item-type of (Item being manipulated)) Not equal to |cFF640CB4Elven Slasher|r (2/2)
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Then - Actions
- -------- Main Hand --------
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For each (Integer loopA) from 1 to WeaponCountMH, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item being manipulated)) Equal to WeaponsMH[loopA]
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Then - Actions
- Unit - Remove WeaponAbilitiesMH[loopA] from (Triggering unit)
- Unit - Add Main Hand to (Triggering unit)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- -------- Off Hand --------
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For each (Integer loopA) from 1 to WeaponCountMH, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item being manipulated)) Equal to WeaponsMH[loopA]
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Then - Actions
- Unit - Remove WeaponAbilitiesOH[loopA] from (Triggering unit)
- Unit - Add Off Hand to (Triggering unit)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Else - Actions
- Trigger - Turn off Main Hand <gen>
- Trigger - Turn off Off Hand <gen>
- -------- ----- SETS ----- --------
- -------- Slashers of the Night --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
- (Item-type of (Item being manipulated)) Equal to |cFF640CB4Elven Slasher|r (2/2)
- (Item-type of (Item being manipulated)) Equal to |cFF640CB4Elven Slasher|r (2/2)
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Item being manipulated)) Equal to |cFF640CB4Elven Slasher|r (2/2)
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Then - Actions
- Item - Remove (Item being manipulated)
- Item - Remove (Item carried by (Triggering unit) of type |cFF640CB4Elven Slasher|r (2/2))
- Unit - Remove Elven Slasher (Left) from (Triggering unit)
- Unit - Remove Elven Slasher (Right) from (Triggering unit)
- Hero - Create |cFF640CB4Elven Slasher|r and give it to (Triggering unit)
- Unit - Remove Elven Slasher (Left) from (Triggering unit)
- Unit - Add Main Hand to (Triggering unit)
- Unit - Add Elven Slasher (Right) to (Triggering unit)
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Else - Actions
- Item - Remove (Item being manipulated)
- Item - Remove (Item carried by (Triggering unit) of type |cFF640CB4Elven Slasher|r (2/2))
- Unit - Remove Elven Slasher (Left) from (Triggering unit)
- Unit - Remove Elven Slasher (Right) from (Triggering unit)
- Hero - Create |cFF640CB4Elven Slasher|r and give it to (Triggering unit)
- Unit - Remove Elven Slasher (Right) from (Triggering unit)
- Unit - Add Off Hand to (Triggering unit)
- Unit - Add Elven Slasher (Left) to (Triggering unit)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
- Trigger - Turn on Main Hand <gen>
- Trigger - Turn on Off Hand <gen>
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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