- Joined
- Apr 30, 2007
- Messages
- 62
What should the system do? (system used from the map rpg trigger pack on hive and reworked by me to held 2 weapons)
-make that heros can only carry one of every itemtype
-an assassine can have 2 weapons
Problem
-system works good but has a big bug. if i get 2 weapons then drop one i cant get a 2 weapon again i have to drop the first one pick a glove/shield then drop both then i can only get 2 weapons again ...
Here are the trigger sry for the editor being german ... (to translate it would take ages...)
GetAWeaponTrigger
-make that heros can only carry one of every itemtype
-an assassine can have 2 weapons
Problem
-system works good but has a big bug. if i get 2 weapons then drop one i cant get a 2 weapon again i have to drop the first one pick a glove/shield then drop both then i can only get 2 weapons again ...
Here are the trigger sry for the editor being german ... (to translate it would take ages...)
GetAWeaponTrigger
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GetAWeapon
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Ereignisse
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Einheit - A unit Erwirbt einen Gegenstand
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Bedingungen
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((Triggering unit) is Ein Held) Gleich True
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Aktionen
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Set Waffentrager = 0
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-------- i added the condition so the system only works for heroes.. --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich ____Weapon
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'THEN'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bSword[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Set Waffentrager = 1
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bGlove[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Set Waffentrager = 2
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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And - All (Conditions) are true
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Bedingungen
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Waffentrager Kleiner gleich 1
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(Unit-type of (Hero manipulating item)) Gleich Assassine
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'THEN'-Aktionen
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Set Waffentrager = 2
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Set zz_bGlove[(Player number of (Owner of (Triggering unit)))] = True
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'ELSE'-Aktionen
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Video - Clear the screen of text messages for (Player group((Owner of (Triggering unit))))
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Held - Drop (Item being manipulated) from (Triggering unit)
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Spiel - Display to (Player group((Owner of (Triggering unit)))) the text: |cffc3dbffYou alrea...
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-
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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And - All (Conditions) are true
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Bedingungen
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(Unit-type of (Hero manipulating item)) Gleich Assassine
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Waffentrager Gleich 0
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'THEN'-Aktionen
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Set Waffentrager = 1
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'ELSE'-Aktionen
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Set zz_bSword[(Player number of (Owner of (Triggering unit)))] = True
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich ____Armor
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'THEN'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bStaff[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Video - Clear the screen of text messages for (Player group((Owner of (Triggering unit))))
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Spiel - Display to (Player group((Owner of (Triggering unit)))) the text: |cffc3dbffYou alrea...
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Held - Drop (Item being manipulated) from (Triggering unit)
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'ELSE'-Aktionen
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Set zz_bStaff[(Player number of (Owner of (Triggering unit)))] = True
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich ____Boots
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'THEN'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bShield[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Video - Clear the screen of text messages for (Player group((Owner of (Triggering unit))))
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Spiel - Display to (Player group((Owner of (Triggering unit)))) the text: |cffc3dbffYou alrea...
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Held - Drop (Item being manipulated) from (Triggering unit)
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'ELSE'-Aktionen
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Set zz_bShield[(Player number of (Owner of (Triggering unit)))] = True
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich ____Glove
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'THEN'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bGlove[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Video - Clear the screen of text messages for (Player group((Owner of (Triggering unit))))
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Spiel - Display to (Player group((Owner of (Triggering unit)))) the text: |cffc3dbffYou alrea...
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Held - Drop (Item being manipulated) from (Triggering unit)
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'ELSE'-Aktionen
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Set zz_bGlove[(Player number of (Owner of (Triggering unit)))] = True
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich ____Helmet
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'THEN'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bHelmet[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Video - Clear the screen of text messages for (Player group((Owner of (Triggering unit))))
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Spiel - Display to (Player group((Owner of (Triggering unit)))) the text: |cffc3dbffYou alrea...
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Held - Drop (Item being manipulated) from (Triggering unit)
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'ELSE'-Aktionen
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Set zz_bHelmet[(Player number of (Owner of (Triggering unit)))] = True
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich ____Jewelley
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'THEN'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bRing[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Video - Clear the screen of text messages for (Player group((Owner of (Triggering unit))))
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Spiel - Display to (Player group((Owner of (Triggering unit)))) the text: |cffc3dbffYou alrea...
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Held - Drop (Item being manipulated) from (Triggering unit)
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'ELSE'-Aktionen
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Set zz_bRing[(Player number of (Owner of (Triggering unit)))] = True
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'ELSE'-Aktionen
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LoseAWeapon
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Ereignisse
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Einheit - A unit Verliert einen Gegenstand
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Bedingungen
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((Triggering unit) is Ein Held) Gleich True
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Aktionen
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Set Waffentrager = 0
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-------- i added the condition so the system only works for heroes.. --------
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-------- it checks if there are any items left in his slots that are the same class of the one he dropped --------
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-------- and if there are any they wont set the booleans to false so they can get another weapon --------
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-------- instead we skip the remaining actions. --------
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Set zz_IntegerItemClassCheck = 0
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For each (Integer A) from 1 to 6, do (Actions)
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Schleifen - Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich (Item-class of (Item carried by (Triggering unit) in slot (Integer A)))
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(Item being manipulated) Ungleich (Item carried by (Triggering unit) in slot (Integer A))
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'THEN'-Aktionen
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Set zz_IntegerItemClassCheck = (zz_IntegerItemClassCheck + 1)
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_IntegerItemClassCheck Kleiner als 1
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'THEN'-Aktionen
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'ELSE'-Aktionen
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Skip remaining actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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And - All (Conditions) are true
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Bedingungen
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(Unit-type of (Triggering unit)) Gleich Assassine
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zz_bGlove[(Player number of (Owner of (Triggering unit)))] Gleich True
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zz_bSword[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Set Waffentrager = 2
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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And - All (Conditions) are true
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Bedingungen
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(Unit-type of (Triggering unit)) Gleich Assassine
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zz_bGlove[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Set Waffentrager = 1
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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And - All (Conditions) are true
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Bedingungen
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(Unit-type of (Triggering unit)) Gleich Assassine
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zz_bSword[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Set Waffentrager = 1
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich ____Weapon
-
-
'THEN'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Bedingungen
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And - All (Conditions) are true
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Bedingungen
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(Unit-type of (Triggering unit)) Gleich Assassine
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Waffentrager Größer gleich 1
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Or - Any (Conditions) are true
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Bedingungen
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zz_bSword[(Player number of (Owner of (Triggering unit)))] Gleich True
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zz_bGlove[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Set Waffentrager = (Waffentrager - 1)
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If (Waffentrager Gleich 1) then do (Set zz_bGlove[(Player number of (Owner of (Triggering unit)))] = False) else do (Do nothing)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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Waffentrager Gleich 0
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'THEN'-Aktionen
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Set zz_bSword[(Player number of (Owner of (Triggering unit)))] = False
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Set zz_bGlove[(Player number of (Owner of (Triggering unit)))] = False
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'ELSE'-Aktionen
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bSword[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Set zz_bSword[(Player number of (Owner of (Triggering unit)))] = False
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'ELSE'-Aktionen
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich ____Armor
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'THEN'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bStaff[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Set zz_bStaff[(Player number of (Owner of (Triggering unit)))] = False
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'ELSE'-Aktionen
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich ____Boots
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'THEN'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bShield[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Set zz_bShield[(Player number of (Owner of (Triggering unit)))] = False
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'ELSE'-Aktionen
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich ____Glove
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'THEN'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bGlove[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Set zz_bGlove[(Player number of (Owner of (Triggering unit)))] = False
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'ELSE'-Aktionen
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich ____Helmet
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'THEN'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bHelmet[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Set zz_bHelmet[(Player number of (Owner of (Triggering unit)))] = False
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'ELSE'-Aktionen
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'ELSE'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Item-class of (Item being manipulated)) Gleich ____Jewelley
-
-
'THEN'-Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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zz_bRing[(Player number of (Owner of (Triggering unit)))] Gleich True
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'THEN'-Aktionen
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Set zz_bRing[(Player number of (Owner of (Triggering unit)))] = False
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'ELSE'-Aktionen
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'ELSE'-Aktionen
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