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[General] Limt Hero Per Type & Item limit

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Level 17
Joined
Nov 13, 2006
Messages
1,814
Thanks it work well erm.. What da bout make a item unable to be purchased by A.. But only can be purchased by B..

i have 3 ideea but 1st i dont know if work or not

1. if only 2 team exist on map (example: x vs x player) build 2 human building-arcane vault (1 for player 11 and another for player 12) then full shared player 11 units with team 1(example player 1-5), full shared player 12 units with team 2 (example: player 5-10)
  • Player - For Player 1 (Red), turn Full shared units On toward Player 11 (Dark Green)
2. each player a shop

3. if wrong player bought the item then give back the item price with trigger

  • Item buy
    • Events
      • Unit - A unit owned by Neutral Passive Sells an item (from shop)
    • Conditions
      • (Item-type of (Sold Item)) Equal to Boots of Speed
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Buying unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Player - Add 250 to Player 1 (Red) Current gold
          • Item - Remove (Sold Item)
        • Else - Actions
 
Level 8
Joined
Sep 23, 2007
Messages
357
You could always make a trigger saying
Event
A unit purchases an item
Conditions
Actions

If
Triggering Unit Equal To X
Then
Else
Order Triggering Unit to drop Item Being Manipulated at Position of Triggering Unit (Unit - Issue Drop Item Order)
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
If that not possible I think I'll just make that item UNDROPABLE :D but first any solution ..

u could make custom values if u want.
example:

  • Pick 1
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of (Item being manipulated)) Equal to 0
        • Then - Actions
          • Item - Set the custom value of (Item being manipulated) to (Player number of (Triggering player))
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Custom value of (Item being manipulated)) Not equal to (Player number of (Triggering player))
            • Then - Actions
              • Hero - Drop (Item being manipulated) from (Triggering unit)
            • Else - Actions
 
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