- Joined
- Aug 1, 2008
- Messages
- 453
Im am trying to make a system that follows these rules. Can anyone help me?
- You can turn a disabled item to a enabled item. (Only disabled items have a usable ability)
- You can only have 1 enabled item at a time.
- (kinda same as last one) When you enable a disabled weapon it disables all enabled weapons.
- Enabled and Disabled weapons are set to variables. EX) Weapon "A's" Enable form is set to "EnabledWeapon[1]" and the disabled form is set to "DisabledWeapon[1]"
- Has to be able to work for multiple items.
Would +rep if anyone can help me. This is my current trigger that doesn't work...
- You can turn a disabled item to a enabled item. (Only disabled items have a usable ability)
- You can only have 1 enabled item at a time.
- (kinda same as last one) When you enable a disabled weapon it disables all enabled weapons.
- Enabled and Disabled weapons are set to variables. EX) Weapon "A's" Enable form is set to "EnabledWeapon[1]" and the disabled form is set to "DisabledWeapon[1]"
- Has to be able to work for multiple items.
Would +rep if anyone can help me. This is my current trigger that doesn't work...
-
Only 1 Enabled
-
Events
-
Unit - A unit Uses an item
-
-
Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Item-type of (Item being manipulated)) Equal to Itt_Weapon_Disabled[1]
-
(Item-type of (Item being manipulated)) Equal to Itt_Weapon_Disabled[2]
-
(Item-type of (Item being manipulated)) Equal to Itt_Weapon_Disabled[3]
-
(Item-type of (Item being manipulated)) Equal to Itt_Weapon_Disabled[4]
-
(Item-type of (Item being manipulated)) Equal to Itt_Weapon_Disabled[5]
-
(Item-type of (Item being manipulated)) Equal to Itt_Weapon_Disabled[6]
-
(Item-type of (Item being manipulated)) Equal to Itt_Weapon_Disabled[7]
-
(Item-type of (Item being manipulated)) Equal to Itt_Weapon_Disabled[8]
-
(Item-type of (Item being manipulated)) Equal to Itt_Weapon_Disabled[9]
-
(Item-type of (Item being manipulated)) Equal to Itt_Weapon_Disabled[10]
-
-
-
-
Actions
-
-------- Disabled all weapons --------
-
For each (Integer A) from 1 to Int_Weapontypes, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
((Hero manipulating item) has an item of type Itt_Weapon[(Integer A)]) Equal to True
-
-
Then - Actions
-
Item - Remove (Item carried by (Hero manipulating item) of type Itt_Weapon[(Integer A)])
-
Set Poi_Temp[5] = (Position of (Hero manipulating item))
-
Item - Create Itt_Weapon_Disabled[(Integer A)] at Poi_Temp[5]
-
Hero - Give (Last created item) to (Hero manipulating item)
-
-
Else - Actions
-
-
-
-
-------- Changes the used weapon into a enabled one --------
-
For each (Integer A) from 1 to Int_Weapontypes, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Item-type of (Item being manipulated)) Equal to Itt_Weapon_Disabled[(Integer A)]
-
-
Then - Actions
-
Item - Remove (Item being manipulated)
-
Set Poi_Temp[3] = (Center of (Playable map area))
-
Item - Create Itt_Weapon[(Integer A)] at Poi_Temp[6]
-
Hero - Give (Last created item) to (Hero manipulating item)
-
-
Else - Actions
-
-
-
-
Custom script: call RemoveLocation(udg_Poi_Temp[5])
-
Custom script: call RemoveLocation(udg_Poi_Temp[6])
-
-