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[Trigger] Level requirement for a item?

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Level 2
Joined
Feb 6, 2008
Messages
8
Still a bit confused but um i forgot to ask this in here as well how do i make when a zombie kills a hero the hero turns into a zombie in like 24 hours or something like that?
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
  • Untitled Trigger 002.13
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Killing unit)) Equal to Zombie
    • Actions
      • Wait X seconds
      • Set Point = (Position of (Triggering unit))
      • Unit - Create 1 Zombie for (Owner of (Triggering unit)) at Point facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Point)
 
Level 4
Joined
Dec 16, 2007
Messages
134
How do i make a level requirement for an item?

Here... Put this trigger on your Trigger Editor :

  • Untitled Trigger 004
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • ((Hero level of (Hero manipulating item)) Less than or equal to 7) and ((Item-type of (Item being manipulated)) Equal to Claws of Attack +15)
    • Actions
      • Hero - Drop (Item being manipulated) from (Hero manipulating item)
Just change the Item Being Manipulated and the requirement of the hero level.

Code:
((Hero level of (Hero manipulating item)) Less than or equal to 7)
this is an Integer. So you can find this in the Integer Comparison... well if you don't know hehehe...
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
Yes and this way he would have to make like 100 triggers or so.

I think the easiest way (becasue through the Object Editor it seems to not work) would be what I posted in the other thread.

  • Untitled Trigger 001
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Item[1] = Claws of Attack +15
      • Set Item[2] = Crown of Kings +5
      • Set Item[3] = Kelen's Dagger of Escape
      • Set Item[4] = Mask of Death
      • Set Level[1] = 2
      • Set Level[2] = 7
      • Set Level[3] = 1
      • Set Level[4] = 4
  • Untitled Trigger 004
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • For each (Integer A) from 1 to {Number of your items}, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • (Item-type of (Item being manipulated)) Equal to Item[(Integer A)]
                  • Level[(Integer A)] Less than or equal to (Hero level of (Triggering unit))
            • Then - Actions
            • Else - Actions
              • Hero - Drop (Item being manipulated) from (Triggering unit)
              • Game - Display to (All players) the text: This item level is too high for you !
 
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