[Trigger] Items Detection on Tier Up System

Level 11
Joined
Dec 16, 2017
Messages
418
Hi guys, recently i tried to add my tier up system into the warp system, and for job 1 it works fine for all classes due to having the same item for tiering up, but when i try to make it for job 2, each class can have more items required, from 1 to 4, how can i make it behave properly? I will attach the init trigger and the job 1 and job 2 triggers.
I tried to do "no item type" for the slots that are not required, but it seems to not work that way, i tried to have just 2 empty slots on hero, or drop all and have just the required items to advance to job 2.

  • WarpSystem Setup
    • Events
      • Time - Elapsed game time is 0.01 seconds
    • Conditions
    • Actions
      • Custom script: local rect r
      • Set VariableSet Map_WarpCountMax = 142
      • -------- SEWERS DUNGEON --------
      • Set VariableSet Map_WarpIn[1] = SewersDung101In <gen>
      • Set VariableSet Map_WarpIn[2] = SewersDung102In <gen>
      • Set VariableSet Map_WarpIn[3] = SewersDung103In <gen>
      • Set VariableSet Map_WarpIn[4] = SewersDung104In <gen>
      • Set VariableSet Map_WarpOut[1] = SewersDung101Out <gen>
      • Set VariableSet Map_WarpOut[2] = SewersDung102Out <gen>
      • Set VariableSet Map_WarpOut[3] = SewersDung103Out <gen>
      • Set VariableSet Map_WarpOut[4] = SewersDung104Out <gen>
      • Set VariableSet Map_WarpText[1] = You've entered |cffff00ffSewers Dungeon|r Level 1
      • Set VariableSet Map_WarpText[2] = You've leaved |cffff00ffSewers Dungeon|r Level 1
      • Set VariableSet Map_WarpText[3] = You've entered |cffff00ffSewers Dungeon|r Level 2
      • Set VariableSet Map_WarpText[4] = You've leaved |cffff00ffSewers Dungeon|r Level 2
      • -------- CAVE DUNGEON --------
      • Set VariableSet Map_WarpIn[5] = CaveDung101In <gen>
      • Set VariableSet Map_WarpIn[6] = CaveDung102In <gen>
      • Set VariableSet Map_WarpOut[5] = CaveDung101Out <gen>
      • Set VariableSet Map_WarpOut[6] = CaveDung102Out <gen>
      • Set VariableSet Map_WarpText[5] = You've entered |cffff00ffCave Dungeon|r
      • Set VariableSet Map_WarpText[6] = You've leaved |cffff00ffCave Dungeon|r
      • -------- FORTRESS DUNGEON --------
      • Set VariableSet Map_WarpIn[7] = FortressDung101In <gen>
      • Set VariableSet Map_WarpIn[8] = FortressDung102In <gen>
      • Set VariableSet Map_WarpOut[7] = FortressDung101Out <gen>
      • Set VariableSet Map_WarpOut[8] = FortressDung102Out <gen>
      • Set VariableSet Map_WarpText[7] = You've entered |cffff00ffFortress Dungeon|r
      • Set VariableSet Map_WarpText[8] = You've leaved |cffff00ffFortress Dungeon|r
      • -------- VAMPIRE DEN DUNGEON --------
      • Set VariableSet Map_WarpIn[9] = VampireDen101In <gen>
      • Set VariableSet Map_WarpIn[10] = VampireDen102In <gen>
      • Set VariableSet Map_WarpIn[11] = VampireDen103In <gen>
      • Set VariableSet Map_WarpIn[12] = VampireDen104In <gen>
      • Set VariableSet Map_WarpOut[9] = VampireDen101Out <gen>
      • Set VariableSet Map_WarpOut[10] = VampireDen102Out <gen>
      • Set VariableSet Map_WarpOut[11] = VampireDen103Out <gen>
      • Set VariableSet Map_WarpOut[12] = VampireDen104Out <gen>
      • Set VariableSet Map_WarpText[9] = You've entered |cffff00ffVampire Den Dungeon|r Level 1
      • Set VariableSet Map_WarpText[10] = You've leaved |cffff00ffVampire Den Dungeon|r Level 1
      • Set VariableSet Map_WarpText[11] = You've entered |cffff00ffVampire Den Dungeon|r Level 2
      • Set VariableSet Map_WarpText[12] = You've leaved |cffff00ffVampire Den Dungeon|r Level 2
      • -------- BEAST LAIR DUNGEON --------
      • Set VariableSet Map_WarpIn[13] = BeastLair101In <gen>
      • Set VariableSet Map_WarpIn[14] = BeastLair102In <gen>
      • Set VariableSet Map_WarpOut[13] = BeastLair101Out <gen>
      • Set VariableSet Map_WarpOut[14] = BeastLair102Out <gen>
      • Set VariableSet Map_WarpText[13] = You've entered |cffff00ffThe Lair of the Beast|r
      • Set VariableSet Map_WarpText[14] = You've leaved |cffff00ffThe Lair of the Beast|r
      • -------- MAGMA DUNGEON --------
      • Set VariableSet Map_WarpIn[15] = MagmaDung101In <gen>
      • Set VariableSet Map_WarpIn[16] = MagmaDung102In <gen>
      • Set VariableSet Map_WarpOut[15] = MagmaDung101Out <gen>
      • Set VariableSet Map_WarpOut[16] = MagmaDung102Out <gen>
      • Set VariableSet Map_WarpText[15] = You've entered |cffff00ffMagma Dungeon|r
      • Set VariableSet Map_WarpText[16] = You've leaved |cffff00ffMagma Dungeon|r
      • -------- PRONTERA CASTLE DUNGEON --------
      • Set VariableSet Map_WarpIn[17] = PronteraCastleDung101In <gen>
      • Set VariableSet Map_WarpIn[18] = PronteraCastleDung102In <gen>
      • Set VariableSet Map_WarpOut[17] = PronteraCastleDung101Out <gen>
      • Set VariableSet Map_WarpOut[18] = PronteraCastleDung102Out <gen>
      • Set VariableSet Map_WarpText[17] = You've entered |cffff00ffProntera's Castle Dungeon|r
      • Set VariableSet Map_WarpText[18] = You've leaved |cffff00ffProntera's Castle Dungeon|r
      • -------- ANT HELL DUNGEON --------
      • Set VariableSet Map_WarpIn[19] = AntHellDung101In <gen>
      • Set VariableSet Map_WarpIn[20] = AntHellDung102In <gen>
      • Set VariableSet Map_WarpOut[19] = AntHellDung101Out <gen>
      • Set VariableSet Map_WarpOut[20] = AntHellDung102Out <gen>
      • Set VariableSet Map_WarpText[19] = You've entered |cffff00ffAnt's Hell Dungeon|r
      • Set VariableSet Map_WarpText[20] = You've leaved |cffff00ffAnt's Hell Dungeon|r
      • -------- GOBLIN LAIR DUNGEON --------
      • Set VariableSet Map_WarpIn[21] = GoblinLair101In <gen>
      • Set VariableSet Map_WarpIn[22] = GoblinLair102In <gen>
      • Set VariableSet Map_WarpIn[23] = GoblinLair103In <gen>
      • Set VariableSet Map_WarpIn[24] = GoblinLair104In <gen>
      • Set VariableSet Map_WarpOut[21] = GoblinLair101Out <gen>
      • Set VariableSet Map_WarpOut[22] = GoblinLair102Out <gen>
      • Set VariableSet Map_WarpOut[23] = GoblinLair103Out <gen>
      • Set VariableSet Map_WarpOut[24] = GoblinLair104Out <gen>
      • Set VariableSet Map_WarpText[21] = You've entered |cffff00ffFrozen Land|r
      • Set VariableSet Map_WarpText[22] = You've leaved |cffff00ffFrozen Land|r
      • Set VariableSet Map_WarpText[23] = You've entered |cffff00ffGoblin's Lair Dungeon|r
      • Set VariableSet Map_WarpText[24] = You've leaved |cffff00ffGoblin's Lair Dungeon|r
      • -------- PYRAMID DUNGEON --------
      • Set VariableSet Map_WarpIn[25] = PyramidDung101In <gen>
      • Set VariableSet Map_WarpIn[26] = PyramidDung102In <gen>
      • Set VariableSet Map_WarpIn[27] = PyramidDung103In <gen>
      • Set VariableSet Map_WarpIn[28] = PyramidDung104In <gen>
      • Set VariableSet Map_WarpIn[29] = PyramidDung105In <gen>
      • Set VariableSet Map_WarpIn[30] = PyramidDung106In <gen>
      • Set VariableSet Map_WarpIn[31] = PyramidDung107In <gen>
      • Set VariableSet Map_WarpIn[32] = PyramidDung108In <gen>
      • Set VariableSet Map_WarpOut[25] = PyramidDung101Out <gen>
      • Set VariableSet Map_WarpOut[26] = PyramidDung102Out <gen>
      • Set VariableSet Map_WarpOut[27] = PyramidDung103Out <gen>
      • Set VariableSet Map_WarpOut[28] = PyramidDung104Out <gen>
      • Set VariableSet Map_WarpOut[29] = PyramidDung105Out <gen>
      • Set VariableSet Map_WarpOut[30] = PyramidDung104Out <gen>
      • Set VariableSet Map_WarpOut[31] = PyramidDung107Out <gen>
      • Set VariableSet Map_WarpOut[32] = PyramidDung108Out <gen>
      • Set VariableSet Map_WarpText[25] = You've entered |cffff00ffPyramid Dungeon|r Level 1
      • Set VariableSet Map_WarpText[26] = You've leaved |cffff00ffPyramid Dungeon|r Level 1
      • Set VariableSet Map_WarpText[27] = You've entered |cffff00ffPyramid Dungeon|r Level 2
      • Set VariableSet Map_WarpText[28] = You've leaved |cffff00ffPyramid Dungeon|r Level 2
      • Set VariableSet Map_WarpText[29] = You've entered |cffff00ffPyramid Dungeon|r Upper Level
      • Set VariableSet Map_WarpText[30] = You've leaved |cffff00ffPyramid Dungeon|r Upper Level
      • Set VariableSet Map_WarpText[31] = You've entered |cffff00ffPyramid Dungeon|r Level 3
      • Set VariableSet Map_WarpText[32] = You've leaved |cffff00ffPyramid Dungeon|r Level 3
      • -------- GLAST HEIM DUNGEON --------
      • Set VariableSet Map_WarpIn[33] = GlastHeimDung101In <gen>
      • Set VariableSet Map_WarpIn[34] = GlastHeimDung102In <gen>
      • Set VariableSet Map_WarpIn[35] = GlastHeimDung103In <gen>
      • Set VariableSet Map_WarpIn[36] = GlastHeimDung104In <gen>
      • Set VariableSet Map_WarpIn[37] = GlastHeimDung105In <gen>
      • Set VariableSet Map_WarpIn[38] = GlastHeimDung106In <gen>
      • Set VariableSet Map_WarpIn[39] = GlastHeimDung107In <gen>
      • Set VariableSet Map_WarpIn[40] = GlastHeimDung108In <gen>
      • Set VariableSet Map_WarpIn[41] = GlastHeimDung109In <gen>
      • Set VariableSet Map_WarpIn[42] = GlastHeimDung110In <gen>
      • Set VariableSet Map_WarpIn[43] = GlastHeimDung111In <gen>
      • Set VariableSet Map_WarpIn[44] = GlastHeimDung112In <gen>
      • Set VariableSet Map_WarpIn[45] = GlastHeimDung113In <gen>
      • Set VariableSet Map_WarpIn[46] = GlastHeimDung114In <gen>
      • Set VariableSet Map_WarpIn[47] = GlastHeimDung115In <gen>
      • Set VariableSet Map_WarpIn[48] = GlastHeimDung116In <gen>
      • Set VariableSet Map_WarpIn[49] = GlastHeimDung117In <gen>
      • Set VariableSet Map_WarpIn[50] = GlastHeimDung118In <gen>
      • Set VariableSet Map_WarpIn[51] = GlastHeimDung119In <gen>
      • Set VariableSet Map_WarpIn[52] = GlastHeimDung120In <gen>
      • Set VariableSet Map_WarpIn[53] = GlastHeimDung121In <gen>
      • Set VariableSet Map_WarpIn[54] = GlastHeimDung122In <gen>
      • Set VariableSet Map_WarpOut[33] = GlastHeimDung101Out <gen>
      • Set VariableSet Map_WarpOut[34] = GlastHeimDung102Out <gen>
      • Set VariableSet Map_WarpOut[35] = GlastHeimDung103Out <gen>
      • Set VariableSet Map_WarpOut[36] = GlastHeimDung104Out <gen>
      • Set VariableSet Map_WarpOut[37] = GlastHeimDung105Out <gen>
      • Set VariableSet Map_WarpOut[38] = GlastHeimDung106Out <gen>
      • Set VariableSet Map_WarpOut[39] = GlastHeimDung107Out <gen>
      • Set VariableSet Map_WarpOut[40] = GlastHeimDung108Out <gen>
      • Set VariableSet Map_WarpOut[41] = GlastHeimDung109Out <gen>
      • Set VariableSet Map_WarpOut[42] = GlastHeimDung110Out <gen>
      • Set VariableSet Map_WarpOut[43] = GlastHeimDung111Out <gen>
      • Set VariableSet Map_WarpOut[44] = GlastHeimDung112Out <gen>
      • Set VariableSet Map_WarpOut[45] = GlastHeimDung113Out <gen>
      • Set VariableSet Map_WarpOut[46] = GlastHeimDung114Out <gen>
      • Set VariableSet Map_WarpOut[47] = GlastHeimDung115Out <gen>
      • Set VariableSet Map_WarpOut[48] = GlastHeimDung116Out <gen>
      • Set VariableSet Map_WarpOut[49] = GlastHeimDung117Out <gen>
      • Set VariableSet Map_WarpOut[50] = GlastHeimDung118Out <gen>
      • Set VariableSet Map_WarpOut[51] = GlastHeimDung119Out <gen>
      • Set VariableSet Map_WarpOut[52] = GlastHeimDung120Out <gen>
      • Set VariableSet Map_WarpOut[53] = GlastHeimDung121Out <gen>
      • Set VariableSet Map_WarpOut[54] = GlastHeimDung122Out <gen>
      • Set VariableSet Map_WarpText[33] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[34] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[35] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[36] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[37] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[38] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[39] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[40] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[41] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[42] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[43] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[44] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[45] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[46] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[47] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[48] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[49] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[50] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[51] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[52] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[53] = You've entered |cffff00ffGlast Heim Dungeon|r
      • Set VariableSet Map_WarpText[54] = You've entered |cffff00ffGlast Heim Dungeon|r
      • -------- BYALAN DUNGEON --------
      • Set VariableSet Map_WarpIn[55] = ByalanDung101In <gen>
      • Set VariableSet Map_WarpIn[56] = ByalanDung102In <gen>
      • Set VariableSet Map_WarpIn[57] = ByalanDung103In <gen>
      • Set VariableSet Map_WarpIn[58] = ByalanDung104In <gen>
      • Set VariableSet Map_WarpIn[59] = ByalanDung105In <gen>
      • Set VariableSet Map_WarpIn[60] = ByalanDung106In <gen>
      • Set VariableSet Map_WarpOut[55] = ByalanDung101Out <gen>
      • Set VariableSet Map_WarpOut[56] = ByalanDung102Out <gen>
      • Set VariableSet Map_WarpOut[57] = ByalanDung103Out <gen>
      • Set VariableSet Map_WarpOut[58] = ByalanDung104Out <gen>
      • Set VariableSet Map_WarpOut[59] = ByalanDung105Out <gen>
      • Set VariableSet Map_WarpOut[60] = ByalanDung106Out <gen>
      • Set VariableSet Map_WarpText[55] = You've entered |cffff00ffAbandoned Island|r
      • Set VariableSet Map_WarpText[56] = You've leaved |cffff00ffAbandoned Island|r
      • Set VariableSet Map_WarpText[57] = You've entered |cffff00ffByalan Dungeon|r Level 1
      • Set VariableSet Map_WarpText[58] = You've leaved |cffff00ffByalan Dungeon|r Level 1
      • Set VariableSet Map_WarpText[59] = You've entered |cffff00ffByalan Dungeon|r Level 2
      • Set VariableSet Map_WarpText[60] = You've leaved |cffff00ffByalan Dungeon|r Level 2
      • -------- SUNKEN SHIP DUNGEON --------
      • Set VariableSet Map_WarpIn[61] = SunkenShipDun101In <gen>
      • Set VariableSet Map_WarpIn[62] = SunkenShipDun102In <gen>
      • Set VariableSet Map_WarpIn[63] = SunkenShipDun103In <gen>
      • Set VariableSet Map_WarpIn[64] = SunkenShipDun104In <gen>
      • Set VariableSet Map_WarpOut[61] = SunkenShipDun101Out <gen>
      • Set VariableSet Map_WarpOut[62] = SunkenShipDun102Out <gen>
      • Set VariableSet Map_WarpOut[63] = SunkenShipDun103Out <gen>
      • Set VariableSet Map_WarpOut[64] = SunkenShipDun104Out <gen>
      • Set VariableSet Map_WarpText[61] = You've entered |cffff00ffAbandoned Ship|r
      • Set VariableSet Map_WarpText[62] = You've leaved |cffff00ffAbandoned Ship|r
      • Set VariableSet Map_WarpText[63] = You've entered |cffff00ffSunken Ship|r
      • Set VariableSet Map_WarpText[64] = You've leaved |cffff00ffSunken Ship|r
      • -------- INFERNAL CAVE --------
      • Set VariableSet Map_WarpIn[65] = InfernalBoss101In <gen>
      • Set VariableSet Map_WarpIn[66] = InfernalBoss102In <gen>
      • Set VariableSet Map_WarpOut[65] = InfernalBoss101Out <gen>
      • Set VariableSet Map_WarpOut[66] = InfernalBoss102Out <gen>
      • Set VariableSet Map_WarpText[65] = You've entered |cffff00ffInfernal Cave|r
      • Set VariableSet Map_WarpText[66] = You've leaved |cffff00ffInfernal Cave|r
      • -------- AREA WARP --------
      • Set VariableSet Map_WarpIn[67] = AreaWarp101In <gen>
      • Set VariableSet Map_WarpIn[68] = AreaWarp102In <gen>
      • Set VariableSet Map_WarpIn[69] = AreaWarp103In <gen>
      • Set VariableSet Map_WarpIn[70] = AreaWarp104In <gen>
      • Set VariableSet Map_WarpOut[67] = AreaWarp101Out <gen>
      • Set VariableSet Map_WarpOut[68] = AreaWarp102Out <gen>
      • Set VariableSet Map_WarpOut[69] = SunkenShipDun102Out <gen>
      • Set VariableSet Map_WarpOut[70] = ByalanDung102Out <gen>
      • Set VariableSet Map_WarpText[67] = You've entered |cffff00ffPayon Forest|r
      • Set VariableSet Map_WarpText[68] = You've leaved |cffff00ffPayon Forest|r
      • Set VariableSet Map_WarpText[69] = You've entered |cffff00ffAlberta City|r
      • Set VariableSet Map_WarpText[70] = You've entered |cffff00ffIzlude City|r
      • -------- STASH WARP --------
      • Set VariableSet Map_WarpIn[71] = Stash101In <gen>
      • Set VariableSet Map_WarpIn[72] = Stash102In <gen>
      • Set VariableSet Map_WarpOut[71] = Stash101Out <gen>
      • Set VariableSet Map_WarpOut[72] = Stash102Out <gen>
      • Set VariableSet Map_WarpText[71] = You've entered |cffff00ffStash Room|r
      • Set VariableSet Map_WarpText[72] = You've leaved |cffff00ffStash Room|r
      • -------- JUMP WARP --------
      • Set VariableSet Map_WarpIn[73] = Jump101In <gen>
      • Set VariableSet Map_WarpIn[74] = Jump102In <gen>
      • Set VariableSet Map_WarpOut[73] = Jump101Out <gen>
      • Set VariableSet Map_WarpOut[74] = Jump102Out <gen>
      • Set VariableSet Map_WarpText[73] = What are you doing in this
      • Set VariableSet Map_WarpText[74] = Hmm, it was magical going into this
      • -------- SWORDMAN WARPS --------
      • Set VariableSet Map_WarpIn[75] = KnightJob102In <gen>
      • Set VariableSet Map_WarpIn[76] = KnightJob103In <gen>
      • Set VariableSet Map_WarpIn[77] = KnightJob303In <gen>
      • Set VariableSet Map_WarpIn[78] = KnightJob304In <gen>
      • Set VariableSet Map_WarpIn[79] = KnightJob402In <gen>
      • Set VariableSet Map_WarpIn[80] = KnightJob403In <gen>
      • Set VariableSet Map_WarpOut[75] = KnightJob102Out <gen>
      • Set VariableSet Map_WarpOut[76] = KnightJob103Out <gen>
      • Set VariableSet Map_WarpOut[77] = KnightJob303Out <gen>
      • Set VariableSet Map_WarpOut[78] = KnightJob304Out <gen>
      • Set VariableSet Map_WarpOut[79] = KnightJob402Out <gen>
      • Set VariableSet Map_WarpOut[80] = KnightJob403Out <gen>
      • Set VariableSet Map_WarpText[75] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[76] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[77] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[78] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[79] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[80] = You've entered a place |cffff00ffI forgot to rename|r
      • -------- WARLORD WARPS --------
      • Set VariableSet Map_WarpIn[81] = WarlordJob302In <gen>
      • Set VariableSet Map_WarpIn[82] = WarlordJob303In <gen>
      • Set VariableSet Map_WarpIn[83] = WarlordJob402In <gen>
      • Set VariableSet Map_WarpIn[84] = WarlordJob403In <gen>
      • Set VariableSet Map_WarpOut[81] = WarlordJob302Out <gen>
      • Set VariableSet Map_WarpOut[82] = WarlordJob303Out <gen>
      • Set VariableSet Map_WarpOut[83] = WarlordJob402Out <gen>
      • Set VariableSet Map_WarpOut[84] = WarlordJob403Out <gen>
      • Set VariableSet Map_WarpText[81] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[82] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[83] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[84] = You've entered a place |cffff00ffI forgot to rename|r
      • -------- ACOLYTE WARPS --------
      • Set VariableSet Map_WarpIn[85] = AcolyteJob102In <gen>
      • Set VariableSet Map_WarpIn[86] = AcolyteJob103In <gen>
      • Set VariableSet Map_WarpOut[85] = AcolyteJob102Out <gen>
      • Set VariableSet Map_WarpOut[86] = AcolyteJob103Out <gen>
      • Set VariableSet Map_WarpText[85] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[86] = You've entered a place |cffff00ffI forgot to rename|r
      • -------- ARCHER WARPS --------
      • Set VariableSet Map_WarpIn[87] = ArcherJob303In <gen>
      • Set VariableSet Map_WarpIn[88] = ArcherJob304In <gen>
      • Set VariableSet Map_WarpIn[89] = ArcherJob402In <gen>
      • Set VariableSet Map_WarpIn[90] = ArcherJob403In <gen>
      • Set VariableSet Map_WarpOut[87] = ArcherJob303Out <gen>
      • Set VariableSet Map_WarpOut[88] = ArcherJob304Out <gen>
      • Set VariableSet Map_WarpOut[89] = ArcherJob402Out <gen>
      • Set VariableSet Map_WarpOut[90] = ArcherJob403Out <gen>
      • Set VariableSet Map_WarpText[87] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[88] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[89] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[90] = You've entered a place |cffff00ffI forgot to rename|r
      • -------- MERCHANT WARPS --------
      • Set VariableSet Map_WarpIn[91] = MerchantJob303In <gen>
      • Set VariableSet Map_WarpIn[92] = MerchantJob304In <gen>
      • Set VariableSet Map_WarpIn[93] = MerchantJob402In <gen>
      • Set VariableSet Map_WarpIn[94] = MerchantJob403In <gen>
      • Set VariableSet Map_WarpOut[91] = MerchantJob303Out <gen>
      • Set VariableSet Map_WarpOut[92] = MerchantJob304Out <gen>
      • Set VariableSet Map_WarpOut[93] = MerchantJob402Out <gen>
      • Set VariableSet Map_WarpOut[94] = MerchantJob403Out <gen>
      • Set VariableSet Map_WarpText[91] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[92] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[93] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[94] = You've entered a place |cffff00ffI forgot to rename|r
      • -------- MAGICIAN WARPS --------
      • Set VariableSet Map_WarpIn[95] = MagicianJob102In <gen>
      • Set VariableSet Map_WarpIn[96] = MagicianJob103In <gen>
      • Set VariableSet Map_WarpIn[97] = MagicianJob202In <gen>
      • Set VariableSet Map_WarpIn[98] = MagicianJob203In <gen>
      • Set VariableSet Map_WarpIn[99] = MagicianJob303In <gen>
      • Set VariableSet Map_WarpIn[100] = MagicianJob304In <gen>
      • Set VariableSet Map_WarpIn[101] = MagicianJob305In <gen>
      • Set VariableSet Map_WarpIn[102] = MagicianJob306In <gen>
      • Set VariableSet Map_WarpIn[103] = MagicianJob307In <gen>
      • Set VariableSet Map_WarpIn[104] = MagicianJob308In <gen>
      • Set VariableSet Map_WarpIn[105] = MagicianJob402In <gen>
      • Set VariableSet Map_WarpIn[106] = MagicianJob403In <gen>
      • Set VariableSet Map_WarpOut[95] = MagicianJob102Out <gen>
      • Set VariableSet Map_WarpOut[96] = MagicianJob103Out <gen>
      • Set VariableSet Map_WarpOut[97] = MagicianJob202Out <gen>
      • Set VariableSet Map_WarpOut[98] = MagicianJob203Out <gen>
      • Set VariableSet Map_WarpOut[99] = MagicianJob303Out <gen>
      • Set VariableSet Map_WarpOut[100] = MagicianJob304Out <gen>
      • Set VariableSet Map_WarpOut[101] = MagicianJob305Out <gen>
      • Set VariableSet Map_WarpOut[102] = MagicianJob306Out <gen>
      • Set VariableSet Map_WarpOut[103] = MagicianJob307Out <gen>
      • Set VariableSet Map_WarpOut[104] = MagicianJob308Out <gen>
      • Set VariableSet Map_WarpOut[105] = MagicianJob402Out <gen>
      • Set VariableSet Map_WarpOut[106] = MagicianJob403Out <gen>
      • Set VariableSet Map_WarpText[95] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[96] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[97] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[98] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[99] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[100] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[101] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[102] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[103] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[104] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[105] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[106] = You've entered a place |cffff00ffI forgot to rename|r
      • -------- THIEF WARPS --------
      • Set VariableSet Map_WarpIn[107] = ThiefJob202In <gen>
      • Set VariableSet Map_WarpIn[108] = ThiefJob203In <gen>
      • Set VariableSet Map_WarpIn[109] = ThiefJob205In <gen>
      • Set VariableSet Map_WarpIn[110] = ThiefJob206In <gen>
      • Set VariableSet Map_WarpIn[111] = ThiefJob209In <gen>
      • Set VariableSet Map_WarpIn[112] = ThiefJob210In <gen>
      • Set VariableSet Map_WarpIn[113] = ThiefJob303In <gen>
      • Set VariableSet Map_WarpIn[114] = ThiefJob304In <gen>
      • Set VariableSet Map_WarpIn[115] = ThiefJob402In <gen>
      • Set VariableSet Map_WarpIn[116] = ThiefJob403In <gen>
      • Set VariableSet Map_WarpOut[107] = ThiefJob202Out <gen>
      • Set VariableSet Map_WarpOut[108] = ThiefJob203Out <gen>
      • Set VariableSet Map_WarpOut[109] = ThiefJob205Out <gen>
      • Set VariableSet Map_WarpOut[110] = ThiefJob206Out <gen>
      • Set VariableSet Map_WarpOut[111] = ThiefJob209Out <gen>
      • Set VariableSet Map_WarpOut[112] = ThiefJob210Out <gen>
      • Set VariableSet Map_WarpOut[113] = ThiefJob303Out <gen>
      • Set VariableSet Map_WarpOut[114] = ThiefJob304Out <gen>
      • Set VariableSet Map_WarpOut[115] = ThiefJob402Out <gen>
      • Set VariableSet Map_WarpOut[116] = ThiefJob403Out <gen>
      • Set VariableSet Map_WarpText[107] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[108] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[109] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[110] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[111] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[112] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[113] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[114] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[115] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[116] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpTrigger[111] = WarpSystem ThiefKey <gen>
      • Set VariableSet Map_WarpTrigger[112] = WarpSystem ThiefTalisman <gen>
      • -------- HUNTER WARPS --------
      • Set VariableSet Map_WarpIn[117] = HunterJob402In <gen>
      • Set VariableSet Map_WarpIn[118] = HunterJob403In <gen>
      • Set VariableSet Map_WarpOut[117] = HunterJob402Out <gen>
      • Set VariableSet Map_WarpOut[118] = HunterJob403Out <gen>
      • Set VariableSet Map_WarpText[117] = You've entered a place |cffff00ffI forgot to rename|r
      • Set VariableSet Map_WarpText[118] = You've entered a place |cffff00ffI forgot to rename|r
      • -------- VAULT OF EVOLUTION --------
      • Set VariableSet Map_WarpIn[119] = Job101In <gen>
      • Set VariableSet Map_WarpIn[120] = Job102In <gen>
      • Set VariableSet Map_WarpOut[119] = Job101Out <gen>
      • Set VariableSet Map_WarpOut[120] = Job102Out <gen>
      • Set VariableSet Map_WarpText[119] = You've entered |cffff00ffVaults of Evolution|r
      • Set VariableSet Map_WarpText[120] = You've leaved |cffff00ffVaults of Evolution|r
      • Set VariableSet Map_WarpTrigger[119] = WarpSystem Job1 <gen>
      • Set VariableSet Map_WarpTrigger[120] = WarpSystem Job1 <gen>
      • -------- VILLAGERS WARP BAN --------
      • Set VariableSet Map_WarpIn[121] = AllySpawn010VillagerOut <gen>
      • Set VariableSet Map_WarpIn[122] = AllySpawn011VillagerOut <gen>
      • Set VariableSet Map_WarpIn[123] = AllySpawn012VillagerOut <gen>
      • Set VariableSet Map_WarpIn[124] = AllySpawn013VillagerOut <gen>
      • Set VariableSet Map_WarpOut[121] = AllySpawn001 <gen>
      • Set VariableSet Map_WarpOut[122] = AllySpawn001 <gen>
      • Set VariableSet Map_WarpOut[123] = AllySpawn001 <gen>
      • Set VariableSet Map_WarpOut[124] = AllySpawn001 <gen>
      • Set VariableSet Map_WarpText[121] = <Empty String>
      • Set VariableSet Map_WarpText[122] = <Empty String>
      • Set VariableSet Map_WarpText[123] = <Empty String>
      • Set VariableSet Map_WarpText[124] = <Empty String>
      • Set VariableSet Map_WarpTrigger[121] = WarpSystem BanCity <gen>
      • Set VariableSet Map_WarpTrigger[122] = WarpSystem BanCity <gen>
      • Set VariableSet Map_WarpTrigger[123] = WarpSystem BanCity <gen>
      • Set VariableSet Map_WarpTrigger[124] = WarpSystem BanCity <gen>
      • Set VariableSet Map_WarpIn[125] = AllySpawn014VillagerOut <gen>
      • Set VariableSet Map_WarpIn[126] = AllySpawn015VillagerOut <gen>
      • Set VariableSet Map_WarpOut[125] = AllySpawn003 <gen>
      • Set VariableSet Map_WarpOut[126] = AllySpawn003 <gen>
      • Set VariableSet Map_WarpText[125] = <Empty String>
      • Set VariableSet Map_WarpText[126] = <Empty String>
      • Set VariableSet Map_WarpTrigger[125] = WarpSystem BanCity <gen>
      • Set VariableSet Map_WarpTrigger[126] = WarpSystem BanCity <gen>
      • Set VariableSet Map_WarpIn[127] = AllySpawn016VillagerOut <gen>
      • Set VariableSet Map_WarpIn[128] = AllySpawn017VillagerOut <gen>
      • Set VariableSet Map_WarpIn[129] = AllySpawn018VillagerOut <gen>
      • Set VariableSet Map_WarpOut[127] = AllySpawn004 <gen>
      • Set VariableSet Map_WarpOut[128] = AllySpawn004 <gen>
      • Set VariableSet Map_WarpOut[129] = AllySpawn004 <gen>
      • Set VariableSet Map_WarpText[127] = <Empty String>
      • Set VariableSet Map_WarpText[128] = <Empty String>
      • Set VariableSet Map_WarpText[129] = <Empty String>
      • Set VariableSet Map_WarpTrigger[127] = WarpSystem BanCity <gen>
      • Set VariableSet Map_WarpTrigger[128] = WarpSystem BanCity <gen>
      • Set VariableSet Map_WarpTrigger[129] = WarpSystem BanCity <gen>
      • Set VariableSet Map_WarpIn[130] = AllySpawn019VillagerOut <gen>
      • Set VariableSet Map_WarpIn[131] = AllySpawn020VillagerOut <gen>
      • Set VariableSet Map_WarpIn[132] = AllySpawn021VillagerOut <gen>
      • Set VariableSet Map_WarpOut[130] = AllySpawn022 <gen>
      • Set VariableSet Map_WarpOut[131] = AllySpawn023 <gen>
      • Set VariableSet Map_WarpOut[132] = AllySpawn002 <gen>
      • Set VariableSet Map_WarpText[130] = <Empty String>
      • Set VariableSet Map_WarpText[131] = <Empty String>
      • Set VariableSet Map_WarpText[132] = <Empty String>
      • Set VariableSet Map_WarpTrigger[130] = WarpSystem BanCity <gen>
      • Set VariableSet Map_WarpTrigger[131] = WarpSystem BanCity <gen>
      • Set VariableSet Map_WarpTrigger[132] = WarpSystem BanCity <gen>
      • Set VariableSet Map_WarpSFXModel[(Random integer number between 1 and 132)] = Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
      • -------- JOB 1 --------
      • -------- ARCHER --------
      • Set VariableSet Map_WarpSFXModel[(Random integer number between 133 and 140)] = Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
      • Set VariableSet Map_WarpIn[133] = ArcherJob101 <gen>
      • Set VariableSet Map_WarpUnitReplaced[133] = |c006B8E23[Archer]|r Job 1
      • Set VariableSet Map_WarpUnitTypeCinematic[133] = |c006B8E23Serinaya|r
      • Set VariableSet Map_WarpCinematicName[133] = |c006B8E23Serinaya|r
      • Set VariableSet Map_WarpText[133] = I sense your affinity for range attacks with a bow..there you go..i initiate you in the arts of using the bow.
      • Set VariableSet Map_WarpTrigger[133] = WarpSystem Job1 ClassUp <gen>
      • -------- SWORDMAN --------
      • Set VariableSet Map_WarpIn[134] = KnightJob101 <gen>
      • Set VariableSet Map_WarpUnitReplaced[134] = |c00DC143C[Swordman]|r Job 1
      • Set VariableSet Map_WarpUnitTypeCinematic[134] = |c00DC143CRoland|r
      • Set VariableSet Map_WarpCinematicName[134] = |c00DC143CRoland|r
      • Set VariableSet Map_WarpText[134] = So..you decided to become a Swordman, eh? You must prove yourself worthy of this title, good luck !
      • Set VariableSet Map_WarpTrigger[134] = WarpSystem Job1 ClassUp <gen>
      • -------- ACOLYTE --------
      • Set VariableSet Map_WarpIn[135] = AcolyteJob101 <gen>
      • Set VariableSet Map_WarpUnitReplaced[135] = |c00FFB6C1[Acolyte]|r Job 1
      • Set VariableSet Map_WarpUnitTypeCinematic[135] = |c00FFB6C1Markina|r
      • Set VariableSet Map_WarpCinematicName[135] = |c00FFB6C1Markina|r
      • Set VariableSet Map_WarpText[135] = God sent me a sign, i knew you would pick this, being a noble healer..there are many evils in the world my girl, but you have to always look for the good in the bad. May God be with you on your path.
      • Set VariableSet Map_WarpTrigger[135] = WarpSystem Job1 ClassUp <gen>
      • -------- THIEF --------
      • Set VariableSet Map_WarpIn[136] = ThiefJob101 <gen>
      • Set VariableSet Map_WarpUnitReplaced[136] = |c0000FF7F[Thief]|r Job 1
      • Set VariableSet Map_WarpUnitTypeCinematic[136] = |c0000FF7FJabir|r
      • Set VariableSet Map_WarpCinematicName[136] = |c0000FF7FJabir|r
      • Set VariableSet Map_WarpText[136] = Soo. you like the arts of stealing ha? Welcome to the clan !
      • Set VariableSet Map_WarpTrigger[136] = WarpSystem Job1 ClassUp <gen>
      • -------- MERCHANT --------
      • Set VariableSet Map_WarpIn[137] = MerchantJob101 <gen>
      • Set VariableSet Map_WarpUnitReplaced[137] = |c00FFD700[Merchant]|r Job 1
      • Set VariableSet Map_WarpUnitTypeCinematic[137] = |c00FFD700Razzil|r
      • Set VariableSet Map_WarpCinematicName[137] = |c00FFD700Razzil|r
      • Set VariableSet Map_WarpText[137] = Welcome to the money club, since it seems that you love the money, you've joined the good side of the coin..ha..you get it?
      • Set VariableSet Map_WarpTrigger[137] = WarpSystem Job1 ClassUp <gen>
      • -------- MAGICIAN --------
      • Set VariableSet Map_WarpIn[138] = MagicianJob101 <gen>
      • Set VariableSet Map_WarpUnitReplaced[138] = |c0000BFFF[Mage]|r Job 1
      • Set VariableSet Map_WarpUnitTypeCinematic[138] = |c0000BFFFDevant|r
      • Set VariableSet Map_WarpCinematicName[138] = |c0000BFFFDevant|r
      • Set VariableSet Map_WarpText[138] = I see, you chosed the Magic path, so, you're not really into psyhical damage..hmm, that's interesting, i will give you the opportunity to unleash magic against the foes you meet.
      • Set VariableSet Map_WarpTrigger[138] = WarpSystem Job1 ClassUp <gen>
      • -------- WARLORD --------
      • Set VariableSet Map_WarpIn[139] = WarlordJob101 <gen>
      • Set VariableSet Map_WarpUnitReplaced[139] = |c00E56717[Warlord]|r Job 1
      • Set VariableSet Map_WarpUnitTypeCinematic[139] = |c00E56717Druhlak|r
      • Set VariableSet Map_WarpCinematicName[139] = |c00E56717Druhlak|r
      • Set VariableSet Map_WarpText[139] = Congratulation..young warrior, your journey as a Warlord has just begun.
      • Set VariableSet Map_WarpTrigger[139] = WarpSystem Job1 ClassUp <gen>
      • -------- HUNTER --------
      • Set VariableSet Map_WarpIn[140] = HunterJob101 <gen>
      • Set VariableSet Map_WarpUnitReplaced[140] = |c00A330C9[Hunter]|r Job 1
      • Set VariableSet Map_WarpUnitTypeCinematic[140] = |c00A330C9Xaviero|r
      • Set VariableSet Map_WarpCinematicName[140] = |c00A330C9Xaviero|r
      • Set VariableSet Map_WarpText[140] = Hello, young one, welcome to the Hunters side, enjoy your journey along, come see me from time to me.
      • Set VariableSet Map_WarpTrigger[140] = WarpSystem Job1 ClassUp <gen>
      • -------- JOB 2 --------
      • -------- ARCHER --------
      • Set VariableSet Map_WarpIn[141] = ArcherJob201 <gen>
      • Set VariableSet Map_WarpUnitTypeIn[141] = |c006B8E23[Archer]|r Job 1
      • Set VariableSet Map_WarpItemNeeded1[141] = |c00fEBA0EMoon Crystal Completed|r
      • Set VariableSet Map_WarpItemNeeded2[141] = |c00fEBA0EBigfoot Head|r
      • Set VariableSet Map_WarpItemNeeded3[141] = (Item-type of No item)
      • Set VariableSet Map_WarpItemNeeded4[141] = (Item-type of No item)
      • Set VariableSet Map_WarpUnitReplaced[141] = |c006B8E23[Sentry]|r Job 2
      • Set VariableSet Map_WarpUnitTypeCinematic[141] = |c006B8E23Naisha|r
      • Set VariableSet Map_WarpCinematicName[141] = |c006B8E23Naisha|r
      • Set VariableSet Map_WarpText[141] = You managed to make the Moon Crystal and also bring me the Bigfoot Head's, nice, seems like you like to hunt, was it that hard? Eh, i guess practice makes perfect, there you go, practice with this new bow.
      • Set VariableSet Map_WarpTrigger[141] = WarpSystem Job2 ClassUp <gen>
      • -------- SWORDMAN --------
      • Set VariableSet Map_WarpIn[142] = KnightJob201 <gen>
      • Set VariableSet Map_WarpUnitTypeIn[142] = |c00DC143C[Swordman]|r Job 1
      • Set VariableSet Map_WarpItemNeeded1[142] = |c00fEBA0EOrc Flag|r
      • Set VariableSet Map_WarpItemNeeded2[142] = |c00fEBA0EOrc Head|r
      • Set VariableSet Map_WarpItemNeeded3[142] = (Item-type of No item)
      • Set VariableSet Map_WarpItemNeeded4[142] = (Item-type of No item)
      • Set VariableSet Map_WarpUnitReplaced[142] = |c00DC143C[Knight]|r Job 2
      • Set VariableSet Map_WarpUnitTypeCinematic[142] = |c00DC143CGale|r
      • Set VariableSet Map_WarpCinematicName[142] = |c00DC143CGale|r
      • Set VariableSet Map_WarpText[142] = Therefore, i am a man of my word, i see you got the orc flag, you've fought fearless, here is the new training i promised you.
      • Set VariableSet Map_WarpTrigger[142] = WarpSystem Job2 ClassUp <gen>
      • For each (Integer Map_WarpIndex) from 1 to Map_WarpCountMax, do (Actions)
        • Loop - Actions
          • Trigger - Add to WarpSystem Regions <gen> the event (Unit - A unit enters Map_WarpIn[Map_WarpIndex])
          • Custom script: set r = udg_Map_WarpIn[udg_Map_WarpIndex]
          • Custom script: call SetRect(r, GetRectMinX(r) - 32., GetRectMinY(r) - 32., GetRectMaxX(r) + 32., GetRectMaxY(r) + 32.)
          • Custom script: set r = null
  • WarpSystem Job1 ClassUp
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of Map_WarpUnit) Equal to |cffff0000[Novice]|r Job 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of Map_WarpUnit) Greater than or equal to 15
              • (Map_WarpUnit has an item of type |c00fEBA0ELetter of Success|r - |c008A2BE2[Job 1]|r) Equal to True
            • Then - Actions
              • Unit - Replace Map_WarpUnit with a Map_WarpUnitReplaced[Map_WarpIndex] using The old unit's relative life and mana
              • Set VariableSet Map_WarpUnit = (Last replaced unit)
              • Set VariableSet SavePlayerHero[((Player number of (Owner of (Last replaced unit))) - 1)] = Map_WarpUnit
              • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
              • Hero - Set Map_WarpUnit Hero-level to 1, Hide level-up graphics
              • Selection - Select Map_WarpUnit for (Owner of Map_WarpUnit)
              • Game - Display to (All players) for 8.00 seconds the text: ((Map_Player_Color[(Player number of (Owner of Map_WarpUnit))] + ((Name of (Owner of Map_WarpUnit)) + |r)) + ( got enough knowledge to change his job into + (Name of Map_WarpUnit)))
              • Camera - Pan camera for (Owner of Map_WarpUnit) to Map_WarpPoint over 0.00 seconds
              • Special Effect - Create a special effect attached to the origin of Map_WarpUnit using Map_WarpSFXModel[Map_WarpIndex]
              • Special Effect - Destroy (Last created special effect)
              • Hero - Make (Owner of Map_WarpUnit) Heroes gain 90.00% experience from future kills
              • Item - Remove (Item carried by Map_WarpUnit of type |c00fEBA0ELetter of Success|r - |c008A2BE2[Job 1]|r)
              • Player - Set (Owner of Map_WarpUnit).Current lumber to 0
              • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
              • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display Map_WarpText[Map_WarpIndex]. Modify duration: Set to 10.00 seconds and Wait
              • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
              • Custom script: call RemoveLocation(udg_Map_WarpPoint)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Owner of Map_WarpUnit) is in Map_CourierActive.) Equal to True
                  • Courier_Alive[(Player number of (Owner of Map_WarpUnit))] Equal to True
                • Then - Actions
                  • Set VariableSet Courier_YourHero[(Player number of (Owner of Map_WarpUnit))] = (Last replaced unit)
                • Else - Actions
            • Else - Actions
              • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
              • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
              • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display |cff00ffffYou don't.... Modify duration: Set to 10.00 seconds and Wait
              • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
              • Custom script: call RemoveLocation(udg_Map_WarpPoint)
        • Else - Actions
          • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
          • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
          • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display |cff00ffffI got no .... Modify duration: Set to 10.00 seconds and Wait
          • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
          • Custom script: call RemoveLocation(udg_Map_WarpPoint)
  • WarpSystem Job2 ClassUp
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of Map_WarpUnit) Equal to Map_WarpUnitTypeIn[Map_WarpIndex]
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of Map_WarpUnit) Greater than or equal to 50
              • (Map_WarpUnit has an item of type Map_WarpItemNeeded1[Map_WarpIndex]) Equal to True
              • (Map_WarpUnit has an item of type Map_WarpItemNeeded2[Map_WarpIndex]) Equal to True
              • (Map_WarpUnit has an item of type Map_WarpItemNeeded3[Map_WarpIndex]) Equal to True
              • (Map_WarpUnit has an item of type Map_WarpItemNeeded4[Map_WarpIndex]) Equal to True
            • Then - Actions
              • Unit - Replace Map_WarpUnit with a Map_WarpUnitReplaced[Map_WarpIndex] using The old unit's relative life and mana
              • Set VariableSet Map_WarpUnit = (Last replaced unit)
              • Set VariableSet SavePlayerHero[((Player number of (Owner of (Last replaced unit))) - 1)] = Map_WarpUnit
              • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
              • Hero - Set Map_WarpUnit Hero-level to 1, Hide level-up graphics
              • Selection - Select Map_WarpUnit for (Owner of Map_WarpUnit)
              • Game - Display to (All players) for 8.00 seconds the text: ((Map_Player_Color[(Player number of (Owner of Map_WarpUnit))] + ((Name of (Owner of Map_WarpUnit)) + |r)) + ( got enough knowledge to change his job into + (Name of Map_WarpUnit)))
              • Camera - Pan camera for (Owner of Map_WarpUnit) to Map_WarpPoint over 0.00 seconds
              • Special Effect - Create a special effect attached to the origin of Map_WarpUnit using Map_WarpSFXModel[Map_WarpIndex]
              • Special Effect - Destroy (Last created special effect)
              • Hero - Make (Owner of Map_WarpUnit) Heroes gain 70.00% experience from future kills
              • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded1[Map_WarpIndex])
              • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded2[Map_WarpIndex])
              • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded3[Map_WarpIndex])
              • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded4[Map_WarpIndex])
              • Player - Set (Owner of Map_WarpUnit).Current lumber to 0
              • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
              • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display Map_WarpText[Map_WarpIndex]. Modify duration: Set to 10.00 seconds and Wait
              • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
              • Custom script: call RemoveLocation(udg_Map_WarpPoint)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Owner of Map_WarpUnit) is in Map_CourierActive.) Equal to True
                  • Courier_Alive[(Player number of (Owner of Map_WarpUnit))] Equal to True
                • Then - Actions
                  • Set VariableSet Courier_YourHero[(Player number of (Owner of Map_WarpUnit))] = (Last replaced unit)
                • Else - Actions
            • Else - Actions
              • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
              • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
              • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display |cff00ffffYou don't.... Modify duration: Set to 10.00 seconds and Wait
              • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
              • Custom script: call RemoveLocation(udg_Map_WarpPoint)
        • Else - Actions
          • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
          • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
          • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display |cff00ffffI got no .... Modify duration: Set to 10.00 seconds and Wait
          • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
          • Custom script: call RemoveLocation(udg_Map_WarpPoint)
 
Level 24
Joined
Feb 27, 2019
Messages
833
This condition returns False
  • Set VariableSet Map_WarpItemNeeded1[Map_WarpIndex] = (Item-type of (No item))
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Map_WarpUnit has an item of type Map_WarpItemNeeded1[Map_WarpIndex]) Equal to True
      • Then - Actions
        • Game - Display to (All players) the text: True
      • Else - Actions
        • Game - Display to (All players) the text: False
This condition returns True. Its a simple approach for a recipe system but doesnt work with duplicate items in the recipe
  • Set VariableSet ItemType_Required[1] = (Item-type of (No item))
  • Set VariableSet ItemType_Comparison[1] = (Item-type of (Item carried by Archmage 0000 <gen> of type ItemType_Required[1]))
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • ItemType_Comparison[1] Equal to ItemType_Required[1]
      • Then - Actions
        • Game - Display to (All players) the text: True
      • Else - Actions
        • Game - Display to (All players) the text: False
 
Level 11
Joined
Dec 16, 2017
Messages
418
Hmm, still not clear how do i properly call it for all of the items, i have tiers up where they need 1 item or 2 or 3 or 4, so for it to take an instance, i must put all 4 in the system, and somehow detect which one from configs are "item type of no-item", but how do i properly do that for all 4? I make like 4 ITE's? i tought i could manage it just from 1.
 
Level 11
Joined
Dec 16, 2017
Messages
418
So, i made it with 4 ITE's, but there are some issues with it..Even if you have 1 or 4 items needed to tier up, you will still tier up, and after tiering up, it will delete just 1 out of all of the 2/3/4 items needed.

  • WarpSystem Job2 ClassUp
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of Map_WarpUnit) Equal to Map_WarpUnitTypeIn[Map_WarpIndex]
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of Map_WarpUnit) Greater than or equal to 50
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Map_WarpUnit has an item of type Map_WarpItemNeeded1[Map_WarpIndex]) Equal to True
                • Then - Actions
                  • Unit - Replace Map_WarpUnit with a Map_WarpUnitReplaced[Map_WarpIndex] using The old unit's relative life and mana
                  • Set VariableSet Map_WarpUnit = (Last replaced unit)
                  • Set VariableSet SavePlayerHero[((Player number of (Owner of (Last replaced unit))) - 1)] = Map_WarpUnit
                  • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
                  • Hero - Set Map_WarpUnit Hero-level to 1, Hide level-up graphics
                  • Selection - Select Map_WarpUnit for (Owner of Map_WarpUnit)
                  • Game - Display to (All players) for 8.00 seconds the text: ((Map_Player_Color[(Player number of (Owner of Map_WarpUnit))] + ((Name of (Owner of Map_WarpUnit)) + |r)) + ( got enough knowledge to change his job into + (Name of Map_WarpUnit)))
                  • Camera - Pan camera for (Owner of Map_WarpUnit) to Map_WarpPoint over 0.00 seconds
                  • Special Effect - Create a special effect attached to the origin of Map_WarpUnit using Map_WarpSFXModel[Map_WarpIndex]
                  • Special Effect - Destroy (Last created special effect)
                  • Hero - Make (Owner of Map_WarpUnit) Heroes gain 70.00% experience from future kills
                  • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded1[Map_WarpIndex])
                  • Player - Set (Owner of Map_WarpUnit).Current lumber to 0
                  • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
                  • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display Map_WarpText[Map_WarpIndex]. Modify duration: Set to 10.00 seconds and Wait
                  • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
                  • Custom script: call RemoveLocation(udg_Map_WarpPoint)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Owner of Map_WarpUnit) is in Map_CourierActive.) Equal to True
                      • Courier_Alive[(Player number of (Owner of Map_WarpUnit))] Equal to True
                    • Then - Actions
                      • Set VariableSet Courier_YourHero[(Player number of (Owner of Map_WarpUnit))] = (Last replaced unit)
                    • Else - Actions
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Map_WarpUnit has an item of type Map_WarpItemNeeded1[Map_WarpIndex]) Equal to True
                      • (Map_WarpUnit has an item of type Map_WarpItemNeeded2[Map_WarpIndex]) Equal to True
                    • Then - Actions
                      • Unit - Replace Map_WarpUnit with a Map_WarpUnitReplaced[Map_WarpIndex] using The old unit's relative life and mana
                      • Set VariableSet Map_WarpUnit = (Last replaced unit)
                      • Set VariableSet SavePlayerHero[((Player number of (Owner of (Last replaced unit))) - 1)] = Map_WarpUnit
                      • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
                      • Hero - Set Map_WarpUnit Hero-level to 1, Hide level-up graphics
                      • Selection - Select Map_WarpUnit for (Owner of Map_WarpUnit)
                      • Game - Display to (All players) for 8.00 seconds the text: ((Map_Player_Color[(Player number of (Owner of Map_WarpUnit))] + ((Name of (Owner of Map_WarpUnit)) + |r)) + ( got enough knowledge to change his job into + (Name of Map_WarpUnit)))
                      • Camera - Pan camera for (Owner of Map_WarpUnit) to Map_WarpPoint over 0.00 seconds
                      • Special Effect - Create a special effect attached to the origin of Map_WarpUnit using Map_WarpSFXModel[Map_WarpIndex]
                      • Special Effect - Destroy (Last created special effect)
                      • Hero - Make (Owner of Map_WarpUnit) Heroes gain 70.00% experience from future kills
                      • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded1[Map_WarpIndex])
                      • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded2[Map_WarpIndex])
                      • Player - Set (Owner of Map_WarpUnit).Current lumber to 0
                      • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
                      • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display Map_WarpText[Map_WarpIndex]. Modify duration: Set to 10.00 seconds and Wait
                      • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
                      • Custom script: call RemoveLocation(udg_Map_WarpPoint)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Owner of Map_WarpUnit) is in Map_CourierActive.) Equal to True
                          • Courier_Alive[(Player number of (Owner of Map_WarpUnit))] Equal to True
                        • Then - Actions
                          • Set VariableSet Courier_YourHero[(Player number of (Owner of Map_WarpUnit))] = (Last replaced unit)
                        • Else - Actions
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Map_WarpUnit has an item of type Map_WarpItemNeeded1[Map_WarpIndex]) Equal to True
                          • (Map_WarpUnit has an item of type Map_WarpItemNeeded2[Map_WarpIndex]) Equal to True
                          • (Map_WarpUnit has an item of type Map_WarpItemNeeded3[Map_WarpIndex]) Equal to True
                        • Then - Actions
                          • Unit - Replace Map_WarpUnit with a Map_WarpUnitReplaced[Map_WarpIndex] using The old unit's relative life and mana
                          • Set VariableSet Map_WarpUnit = (Last replaced unit)
                          • Set VariableSet SavePlayerHero[((Player number of (Owner of (Last replaced unit))) - 1)] = Map_WarpUnit
                          • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
                          • Hero - Set Map_WarpUnit Hero-level to 1, Hide level-up graphics
                          • Selection - Select Map_WarpUnit for (Owner of Map_WarpUnit)
                          • Game - Display to (All players) for 8.00 seconds the text: ((Map_Player_Color[(Player number of (Owner of Map_WarpUnit))] + ((Name of (Owner of Map_WarpUnit)) + |r)) + ( got enough knowledge to change his job into + (Name of Map_WarpUnit)))
                          • Camera - Pan camera for (Owner of Map_WarpUnit) to Map_WarpPoint over 0.00 seconds
                          • Special Effect - Create a special effect attached to the origin of Map_WarpUnit using Map_WarpSFXModel[Map_WarpIndex]
                          • Special Effect - Destroy (Last created special effect)
                          • Hero - Make (Owner of Map_WarpUnit) Heroes gain 70.00% experience from future kills
                          • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded1[Map_WarpIndex])
                          • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded2[Map_WarpIndex])
                          • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded3[Map_WarpIndex])
                          • Player - Set (Owner of Map_WarpUnit).Current lumber to 0
                          • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
                          • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display Map_WarpText[Map_WarpIndex]. Modify duration: Set to 10.00 seconds and Wait
                          • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
                          • Custom script: call RemoveLocation(udg_Map_WarpPoint)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Owner of Map_WarpUnit) is in Map_CourierActive.) Equal to True
                              • Courier_Alive[(Player number of (Owner of Map_WarpUnit))] Equal to True
                            • Then - Actions
                              • Set VariableSet Courier_YourHero[(Player number of (Owner of Map_WarpUnit))] = (Last replaced unit)
                            • Else - Actions
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Map_WarpUnit has an item of type Map_WarpItemNeeded1[Map_WarpIndex]) Equal to True
                              • (Map_WarpUnit has an item of type Map_WarpItemNeeded2[Map_WarpIndex]) Equal to True
                              • (Map_WarpUnit has an item of type Map_WarpItemNeeded3[Map_WarpIndex]) Equal to True
                              • (Map_WarpUnit has an item of type Map_WarpItemNeeded4[Map_WarpIndex]) Equal to True
                            • Then - Actions
                              • Unit - Replace Map_WarpUnit with a Map_WarpUnitReplaced[Map_WarpIndex] using The old unit's relative life and mana
                              • Set VariableSet Map_WarpUnit = (Last replaced unit)
                              • Set VariableSet SavePlayerHero[((Player number of (Owner of (Last replaced unit))) - 1)] = Map_WarpUnit
                              • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
                              • Hero - Set Map_WarpUnit Hero-level to 1, Hide level-up graphics
                              • Selection - Select Map_WarpUnit for (Owner of Map_WarpUnit)
                              • Game - Display to (All players) for 8.00 seconds the text: ((Map_Player_Color[(Player number of (Owner of Map_WarpUnit))] + ((Name of (Owner of Map_WarpUnit)) + |r)) + ( got enough knowledge to change his job into + (Name of Map_WarpUnit)))
                              • Camera - Pan camera for (Owner of Map_WarpUnit) to Map_WarpPoint over 0.00 seconds
                              • Special Effect - Create a special effect attached to the origin of Map_WarpUnit using Map_WarpSFXModel[Map_WarpIndex]
                              • Special Effect - Destroy (Last created special effect)
                              • Hero - Make (Owner of Map_WarpUnit) Heroes gain 70.00% experience from future kills
                              • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded1[Map_WarpIndex])
                              • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded2[Map_WarpIndex])
                              • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded3[Map_WarpIndex])
                              • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded4[Map_WarpIndex])
                              • Player - Set (Owner of Map_WarpUnit).Current lumber to 0
                              • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
                              • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display Map_WarpText[Map_WarpIndex]. Modify duration: Set to 10.00 seconds and Wait
                              • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
                              • Custom script: call RemoveLocation(udg_Map_WarpPoint)
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Owner of Map_WarpUnit) is in Map_CourierActive.) Equal to True
                                  • Courier_Alive[(Player number of (Owner of Map_WarpUnit))] Equal to True
                                • Then - Actions
                                  • Set VariableSet Courier_YourHero[(Player number of (Owner of Map_WarpUnit))] = (Last replaced unit)
                                • Else - Actions
                            • Else - Actions
            • Else - Actions
              • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
              • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
              • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display |cff00ffffYou don't.... Modify duration: Set to 10.00 seconds and Wait
              • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
              • Custom script: call RemoveLocation(udg_Map_WarpPoint)
        • Else - Actions
          • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
          • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
          • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display |cff00ffffI got no .... Modify duration: Set to 10.00 seconds and Wait
          • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
          • Custom script: call RemoveLocation(udg_Map_WarpPoint)
Later edit :
So, i found a fix for it, but it looks ugly, would someone do it different?

  • WarpSystem Job2 ClassUp
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of Map_WarpUnit) Equal to Map_WarpUnitTypeIn[Map_WarpIndex]
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of Map_WarpUnit) Greater than or equal to 50
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Map_WarpUnit has an item of type Map_WarpItemNeeded1[Map_WarpIndex]) Equal to True
                  • Map_WarpItemNeeded2[Map_WarpIndex] Equal to (Item-type of No item)
                  • Map_WarpItemNeeded3[Map_WarpIndex] Equal to (Item-type of No item)
                  • Map_WarpItemNeeded4[Map_WarpIndex] Equal to (Item-type of No item)
                • Then - Actions
                  • Unit - Replace Map_WarpUnit with a Map_WarpUnitReplaced[Map_WarpIndex] using The old unit's relative life and mana
                  • Set VariableSet Map_WarpUnit = (Last replaced unit)
                  • Set VariableSet SavePlayerHero[((Player number of (Owner of (Last replaced unit))) - 1)] = Map_WarpUnit
                  • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
                  • Hero - Set Map_WarpUnit Hero-level to 1, Hide level-up graphics
                  • Selection - Select Map_WarpUnit for (Owner of Map_WarpUnit)
                  • Game - Display to (All players) for 8.00 seconds the text: ((Map_Player_Color[(Player number of (Owner of Map_WarpUnit))] + ((Name of (Owner of Map_WarpUnit)) + |r)) + ( got enough knowledge to change his job into + (Name of Map_WarpUnit)))
                  • Camera - Pan camera for (Owner of Map_WarpUnit) to Map_WarpPoint over 0.00 seconds
                  • Special Effect - Create a special effect attached to the origin of Map_WarpUnit using Map_WarpSFXModel[Map_WarpIndex]
                  • Special Effect - Destroy (Last created special effect)
                  • Hero - Make (Owner of Map_WarpUnit) Heroes gain 70.00% experience from future kills
                  • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded1[Map_WarpIndex])
                  • Player - Set (Owner of Map_WarpUnit).Current lumber to 0
                  • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
                  • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display Map_WarpText[Map_WarpIndex]. Modify duration: Set to 10.00 seconds and Wait
                  • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
                  • Custom script: call RemoveLocation(udg_Map_WarpPoint)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Owner of Map_WarpUnit) is in Map_CourierActive.) Equal to True
                      • Courier_Alive[(Player number of (Owner of Map_WarpUnit))] Equal to True
                    • Then - Actions
                      • Set VariableSet Courier_YourHero[(Player number of (Owner of Map_WarpUnit))] = (Last replaced unit)
                    • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Map_WarpUnit has an item of type Map_WarpItemNeeded1[Map_WarpIndex]) Equal to True
                  • (Map_WarpUnit has an item of type Map_WarpItemNeeded2[Map_WarpIndex]) Equal to True
                  • Map_WarpItemNeeded3[Map_WarpIndex] Equal to (Item-type of No item)
                  • Map_WarpItemNeeded4[Map_WarpIndex] Equal to (Item-type of No item)
                • Then - Actions
                  • Unit - Replace Map_WarpUnit with a Map_WarpUnitReplaced[Map_WarpIndex] using The old unit's relative life and mana
                  • Set VariableSet Map_WarpUnit = (Last replaced unit)
                  • Set VariableSet SavePlayerHero[((Player number of (Owner of (Last replaced unit))) - 1)] = Map_WarpUnit
                  • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
                  • Hero - Set Map_WarpUnit Hero-level to 1, Hide level-up graphics
                  • Selection - Select Map_WarpUnit for (Owner of Map_WarpUnit)
                  • Game - Display to (All players) for 8.00 seconds the text: ((Map_Player_Color[(Player number of (Owner of Map_WarpUnit))] + ((Name of (Owner of Map_WarpUnit)) + |r)) + ( got enough knowledge to change his job into + (Name of Map_WarpUnit)))
                  • Camera - Pan camera for (Owner of Map_WarpUnit) to Map_WarpPoint over 0.00 seconds
                  • Special Effect - Create a special effect attached to the origin of Map_WarpUnit using Map_WarpSFXModel[Map_WarpIndex]
                  • Special Effect - Destroy (Last created special effect)
                  • Hero - Make (Owner of Map_WarpUnit) Heroes gain 70.00% experience from future kills
                  • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded1[Map_WarpIndex])
                  • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded2[Map_WarpIndex])
                  • Player - Set (Owner of Map_WarpUnit).Current lumber to 0
                  • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
                  • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display Map_WarpText[Map_WarpIndex]. Modify duration: Set to 10.00 seconds and Wait
                  • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
                  • Custom script: call RemoveLocation(udg_Map_WarpPoint)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Owner of Map_WarpUnit) is in Map_CourierActive.) Equal to True
                      • Courier_Alive[(Player number of (Owner of Map_WarpUnit))] Equal to True
                    • Then - Actions
                      • Set VariableSet Courier_YourHero[(Player number of (Owner of Map_WarpUnit))] = (Last replaced unit)
                    • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Map_WarpUnit has an item of type Map_WarpItemNeeded1[Map_WarpIndex]) Equal to True
                  • (Map_WarpUnit has an item of type Map_WarpItemNeeded2[Map_WarpIndex]) Equal to True
                  • (Map_WarpUnit has an item of type Map_WarpItemNeeded3[Map_WarpIndex]) Equal to True
                  • Map_WarpItemNeeded4[Map_WarpIndex] Equal to (Item-type of No item)
                • Then - Actions
                  • Unit - Replace Map_WarpUnit with a Map_WarpUnitReplaced[Map_WarpIndex] using The old unit's relative life and mana
                  • Set VariableSet Map_WarpUnit = (Last replaced unit)
                  • Set VariableSet SavePlayerHero[((Player number of (Owner of (Last replaced unit))) - 1)] = Map_WarpUnit
                  • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
                  • Hero - Set Map_WarpUnit Hero-level to 1, Hide level-up graphics
                  • Selection - Select Map_WarpUnit for (Owner of Map_WarpUnit)
                  • Game - Display to (All players) for 8.00 seconds the text: ((Map_Player_Color[(Player number of (Owner of Map_WarpUnit))] + ((Name of (Owner of Map_WarpUnit)) + |r)) + ( got enough knowledge to change his job into + (Name of Map_WarpUnit)))
                  • Camera - Pan camera for (Owner of Map_WarpUnit) to Map_WarpPoint over 0.00 seconds
                  • Special Effect - Create a special effect attached to the origin of Map_WarpUnit using Map_WarpSFXModel[Map_WarpIndex]
                  • Special Effect - Destroy (Last created special effect)
                  • Hero - Make (Owner of Map_WarpUnit) Heroes gain 70.00% experience from future kills
                  • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded1[Map_WarpIndex])
                  • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded2[Map_WarpIndex])
                  • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded3[Map_WarpIndex])
                  • Player - Set (Owner of Map_WarpUnit).Current lumber to 0
                  • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
                  • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display Map_WarpText[Map_WarpIndex]. Modify duration: Set to 10.00 seconds and Wait
                  • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
                  • Custom script: call RemoveLocation(udg_Map_WarpPoint)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Owner of Map_WarpUnit) is in Map_CourierActive.) Equal to True
                      • Courier_Alive[(Player number of (Owner of Map_WarpUnit))] Equal to True
                    • Then - Actions
                      • Set VariableSet Courier_YourHero[(Player number of (Owner of Map_WarpUnit))] = (Last replaced unit)
                    • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Map_WarpUnit has an item of type Map_WarpItemNeeded1[Map_WarpIndex]) Equal to True
                  • (Map_WarpUnit has an item of type Map_WarpItemNeeded2[Map_WarpIndex]) Equal to True
                  • (Map_WarpUnit has an item of type Map_WarpItemNeeded3[Map_WarpIndex]) Equal to True
                  • (Map_WarpUnit has an item of type Map_WarpItemNeeded4[Map_WarpIndex]) Equal to True
                • Then - Actions
                  • Unit - Replace Map_WarpUnit with a Map_WarpUnitReplaced[Map_WarpIndex] using The old unit's relative life and mana
                  • Set VariableSet Map_WarpUnit = (Last replaced unit)
                  • Set VariableSet SavePlayerHero[((Player number of (Owner of (Last replaced unit))) - 1)] = Map_WarpUnit
                  • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
                  • Hero - Set Map_WarpUnit Hero-level to 1, Hide level-up graphics
                  • Selection - Select Map_WarpUnit for (Owner of Map_WarpUnit)
                  • Game - Display to (All players) for 8.00 seconds the text: ((Map_Player_Color[(Player number of (Owner of Map_WarpUnit))] + ((Name of (Owner of Map_WarpUnit)) + |r)) + ( got enough knowledge to change his job into + (Name of Map_WarpUnit)))
                  • Camera - Pan camera for (Owner of Map_WarpUnit) to Map_WarpPoint over 0.00 seconds
                  • Special Effect - Create a special effect attached to the origin of Map_WarpUnit using Map_WarpSFXModel[Map_WarpIndex]
                  • Special Effect - Destroy (Last created special effect)
                  • Hero - Make (Owner of Map_WarpUnit) Heroes gain 70.00% experience from future kills
                  • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded1[Map_WarpIndex])
                  • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded2[Map_WarpIndex])
                  • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded3[Map_WarpIndex])
                  • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded4[Map_WarpIndex])
                  • Player - Set (Owner of Map_WarpUnit).Current lumber to 0
                  • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
                  • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display Map_WarpText[Map_WarpIndex]. Modify duration: Set to 10.00 seconds and Wait
                  • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
                  • Custom script: call RemoveLocation(udg_Map_WarpPoint)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Owner of Map_WarpUnit) is in Map_CourierActive.) Equal to True
                      • Courier_Alive[(Player number of (Owner of Map_WarpUnit))] Equal to True
                    • Then - Actions
                      • Set VariableSet Courier_YourHero[(Player number of (Owner of Map_WarpUnit))] = (Last replaced unit)
                    • Else - Actions
                • Else - Actions
            • Else - Actions
              • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
              • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
              • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display |cff00ffffYou don't.... Modify duration: Set to 10.00 seconds and Wait
              • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
              • Custom script: call RemoveLocation(udg_Map_WarpPoint)
        • Else - Actions
          • Set VariableSet Map_WarpPoint = (Position of Map_WarpUnit)
          • Player Group - Add (Owner of Map_WarpUnit) to Map_CinematicPlayer
          • Cinematic - Send transmission to Map_CinematicPlayer from a Neutral Passive.Map_WarpUnitTypeCinematic[Map_WarpIndex] named Map_WarpCinematicName[Map_WarpIndex] at Map_WarpPoint: Play NewTournament <gen> and display |cff00ffffI got no .... Modify duration: Set to 10.00 seconds and Wait
          • Player Group - Remove (Owner of Map_WarpUnit) from Map_CinematicPlayer.
          • Custom script: call RemoveLocation(udg_Map_WarpPoint)
LATER LATER edit :

Seems that if you enter in the region of the job up more times, it will bug out if you don't have any of the items..how to fix this?
 
Last edited:
Level 24
Joined
Feb 27, 2019
Messages
833
Hmm, still not clear how do i properly call it for all of the items, i have tiers up where they need 1 item or 2 or 3 or 4, so for it to take an instance, i must put all 4 in the system, and somehow detect which one from configs are "item type of no-item", but how do i properly do that for all 4? I make like 4 ITE's? i tought i could manage it just from 1.
I guess I posted a convoluded way of saying that youre using the wrong condition. If it fails it is False.
  • (Map_WarpUnit has an item of type Map_WarpItemNeeded1[Map_WarpIndex]) Equal to True)

If this condition/function fails it is null. Item-type of (No item) is the same as null. Null equal to null is True.
  • (Item-type of (Item carried by Map_WarpUnit of type Map_WarpItemNeeded1[Map_WarpIndex]))

Here is an updated simpler version showcasing the relevant parts. Only 1 ITE is required. Removing a null item doesnt remove any item.
  • WarpSystem Job2 ClassUp
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of Map_WarpUnit) Equal to Map_WarpUnitTypeIn[Map_WarpIndex]
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of Map_WarpUnit) Greater than or equal to 50
              • (Item-type of (Item carried by Map_WarpUnit of type Map_WarpItemNeeded1[Map_WarpIndex])) Equal to Map_WarpItemNeeded1[Map_WarpIndex]
              • (Item-type of (Item carried by Map_WarpUnit of type Map_WarpItemNeeded2[Map_WarpIndex])) Equal to Map_WarpItemNeeded2[Map_WarpIndex]
              • (Item-type of (Item carried by Map_WarpUnit of type Map_WarpItemNeeded3[Map_WarpIndex])) Equal to Map_WarpItemNeeded3[Map_WarpIndex]
              • (Item-type of (Item carried by Map_WarpUnit of type Map_WarpItemNeeded4[Map_WarpIndex])) Equal to Map_WarpItemNeeded4[Map_WarpIndex]
            • Then - Actions
              • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded1[Map_WarpIndex])
              • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded2[Map_WarpIndex])
              • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded3[Map_WarpIndex])
              • Item - Remove (Item carried by Map_WarpUnit of type Map_WarpItemNeeded4[Map_WarpIndex])
            • Else - Actions
 
Last edited:
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