- Joined
- May 16, 2007
- Messages
- 7,285
I would have updated my other post however it was closed, and since the trigger was still a bit inefficient, i wanted to change it.
therefore i did.
Now this system contains only 2 triggers, and allows for
1 two handed weapon
2 one handed weapons
1 shield + 1 one handed weapon
2 shields
but you cannot do
2 two handed weapons
1 shield + 1 two handed weapon
which makes perfect sense.
These are the triggers
Trigger 1:
All You must do is set your items according to the table
Permanent: weapons
Artifact: helmets
Purchaseable: armor
Campaign: shields
and set item levels accordingly.
1 handed weapons: level 1
2 handed weapons: level 2
Shields: level 1
Armor: level 0
Helmets: level 0
I hope you find this useful
See the old system here
therefore i did.
Now this system contains only 2 triggers, and allows for
1 two handed weapon
2 one handed weapons
1 shield + 1 one handed weapon
2 shields
but you cannot do
2 two handed weapons
1 shield + 1 two handed weapon
which makes perfect sense.
These are the triggers
Trigger 1:
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One Class
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Events
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Unit - A unit Acquires an item
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Conditions
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Actions
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-------- Permanent ---> weapons --------
-
-------- Artifact ---> Helmets --------
-
-------- Purchaseable ---> Armor --------
-
-------- Campaign ---> Shield --------
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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
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And - All (Conditions) are true
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Conditions
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((Hero manipulating item) has (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to True
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(Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
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(Item-class of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-class of (Item being manipulated))
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-
-
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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
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And - All (Conditions) are true
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Conditions
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(Item-class of (Item being manipulated)) Equal to Permanent
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(Item level of (Item being manipulated)) Equal to 2
-
-
-
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Then - Actions
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Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
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Hero - Drop (Item being manipulated) from (Hero manipulating item)
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Else - Actions
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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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And - All (Conditions) are true
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Conditions
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(Item-class of (Item being manipulated)) Equal to Artifact
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(Item level of (Item being manipulated)) Equal to 0
-
-
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Then - Actions
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Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
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Hero - Drop (Item being manipulated) from (Hero manipulating item)
-
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Else - Actions
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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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And - All (Conditions) are true
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Conditions
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(Item-class of (Item being manipulated)) Equal to Purchasable
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(Item level of (Item being manipulated)) Equal to 0
-
-
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Then - Actions
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Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
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Hero - Drop (Item being manipulated) from (Hero manipulating item)
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Else - Actions
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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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(Item-class of (Item being manipulated)) Equal to Campaign
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(Item level of (Item being manipulated)) Equal to 2
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Then - Actions
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Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
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Hero - Drop (Item being manipulated) from (Hero manipulating item)
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Else - Actions
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Else - Actions
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Onehanded Weapons
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Events
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Unit - A unit Acquires an item
-
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Conditions
-
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
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Or - Any (Conditions) are true
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Conditions
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(Item-class of (Item being manipulated)) Equal to Permanent
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(Item-class of (Item being manipulated)) Equal to Campaign
-
-
-
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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
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And - All (Conditions) are true
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Conditions
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((Hero manipulating item) has (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to True
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(Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
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((Item-class of (Item being manipulated)) Equal to Permanent) or ((Item-class of (Item being manipulated)) Equal to Campaign)
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-
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Then - Actions
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For each (Integer B) from 1 to (Number of items carried by (Hero manipulating item)), do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to 1, do (Actions)
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Loop - Actions
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For each (Integer B) from 2 to 2, do (Actions)
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Loop - Actions
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For each (Integer C) from 3 to 3, do (Actions)
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Loop - Actions
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For each (Integer D) from 4 to 4, do (Actions)
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Loop - Actions
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For each (Integer E) from 5 to 5, do (Actions)
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Loop - Actions
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For each (Integer F) from 6 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
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Or - Any (Conditions) are true
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Conditions
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(Item-class of (Item carried by (Hero manipulating item) in slot (Integer B))) Equal to Permanent
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(Item-class of (Item carried by (Hero manipulating item) in slot (Integer B))) Equal to Campaign
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-
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Or - Any (Conditions) are true
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Conditions
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(((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 3
-
(((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 4
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(((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 5
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(((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 7
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(((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 9
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Then - Actions
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Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000Your Hand...
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Hero - Drop (Item being manipulated) from (Hero manipulating item)
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Else - Actions
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Else - Actions
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Else - Actions
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All You must do is set your items according to the table
Permanent: weapons
Artifact: helmets
Purchaseable: armor
Campaign: shields
and set item levels accordingly.
1 handed weapons: level 1
2 handed weapons: level 2
Shields: level 1
Armor: level 0
Helmets: level 0
I hope you find this useful
See the old system here
Attachments
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