[Trigger] [Need Help] Equip System 2 Swords

Level 4
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
  • GetAWeapon
    • Ereignisse
      • Einheit - A unit Erwirbt einen Gegenstand
    • Bedingungen
      • ((Triggering unit) is Ein Held) Gleich True
    • Aktionen
      • Set Waffentrager = 0
      • -------- i added the condition so the system only works for heroes.. --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (Item-class of (Item being manipulated)) Gleich ____Weapon
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • zz_bSword[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Set Waffentrager = 1
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Bedingungen
                  • zz_bGlove[(Player number of (Owner of (Triggering unit)))] Gleich True
                • 'THEN'-Aktionen
                  • Set Waffentrager = 2
                • 'ELSE'-Aktionen
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Bedingungen
                  • And - All (Conditions) are true
                    • Bedingungen
                      • Waffentrager Kleiner gleich 1
                      • (Unit-type of (Hero manipulating item)) Gleich Assassine
                • 'THEN'-Aktionen
                  • Set Waffentrager = 2
                  • Set zz_bGlove[(Player number of (Owner of (Triggering unit)))] = True
                • 'ELSE'-Aktionen
                  • Video - Clear the screen of text messages for (Player group((Owner of (Triggering unit))))
                  • Held - Drop (Item being manipulated) from (Triggering unit)
                  • Spiel - Display to (Player group((Owner of (Triggering unit)))) the text: |cffc3dbffYou alrea...
            • 'ELSE'-Aktionen
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Bedingungen
                  • And - All (Conditions) are true
                    • Bedingungen
                      • (Unit-type of (Hero manipulating item)) Gleich Assassine
                      • Waffentrager Gleich 0
                • 'THEN'-Aktionen
                  • Set Waffentrager = 1
                • 'ELSE'-Aktionen
              • Set zz_bSword[(Player number of (Owner of (Triggering unit)))] = True
        • 'ELSE'-Aktionen
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (Item-class of (Item being manipulated)) Gleich ____Armor
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • zz_bStaff[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Video - Clear the screen of text messages for (Player group((Owner of (Triggering unit))))
              • Spiel - Display to (Player group((Owner of (Triggering unit)))) the text: |cffc3dbffYou alrea...
              • Held - Drop (Item being manipulated) from (Triggering unit)
            • 'ELSE'-Aktionen
              • Set zz_bStaff[(Player number of (Owner of (Triggering unit)))] = True
        • 'ELSE'-Aktionen
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (Item-class of (Item being manipulated)) Gleich ____Boots
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • zz_bShield[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Video - Clear the screen of text messages for (Player group((Owner of (Triggering unit))))
              • Spiel - Display to (Player group((Owner of (Triggering unit)))) the text: |cffc3dbffYou alrea...
              • Held - Drop (Item being manipulated) from (Triggering unit)
            • 'ELSE'-Aktionen
              • Set zz_bShield[(Player number of (Owner of (Triggering unit)))] = True
        • 'ELSE'-Aktionen
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (Item-class of (Item being manipulated)) Gleich ____Glove
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • zz_bGlove[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Video - Clear the screen of text messages for (Player group((Owner of (Triggering unit))))
              • Spiel - Display to (Player group((Owner of (Triggering unit)))) the text: |cffc3dbffYou alrea...
              • Held - Drop (Item being manipulated) from (Triggering unit)
            • 'ELSE'-Aktionen
              • Set zz_bGlove[(Player number of (Owner of (Triggering unit)))] = True
        • 'ELSE'-Aktionen
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (Item-class of (Item being manipulated)) Gleich ____Helmet
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • zz_bHelmet[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Video - Clear the screen of text messages for (Player group((Owner of (Triggering unit))))
              • Spiel - Display to (Player group((Owner of (Triggering unit)))) the text: |cffc3dbffYou alrea...
              • Held - Drop (Item being manipulated) from (Triggering unit)
            • 'ELSE'-Aktionen
              • Set zz_bHelmet[(Player number of (Owner of (Triggering unit)))] = True
        • 'ELSE'-Aktionen
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (Item-class of (Item being manipulated)) Gleich ____Jewelley
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • zz_bRing[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Video - Clear the screen of text messages for (Player group((Owner of (Triggering unit))))
              • Spiel - Display to (Player group((Owner of (Triggering unit)))) the text: |cffc3dbffYou alrea...
              • Held - Drop (Item being manipulated) from (Triggering unit)
            • 'ELSE'-Aktionen
              • Set zz_bRing[(Player number of (Owner of (Triggering unit)))] = True
        • 'ELSE'-Aktionen
LooseAWeapon
  • LoseAWeapon
    • Ereignisse
      • Einheit - A unit Verliert einen Gegenstand
    • Bedingungen
      • ((Triggering unit) is Ein Held) Gleich True
    • Aktionen
      • Set Waffentrager = 0
      • -------- i added the condition so the system only works for heroes.. --------
      • -------- it checks if there are any items left in his slots that are the same class of the one he dropped --------
      • -------- and if there are any they wont set the booleans to false so they can get another weapon --------
      • -------- instead we skip the remaining actions. --------
      • Set zz_IntegerItemClassCheck = 0
      • For each (Integer A) from 1 to 6, do (Actions)
        • Schleifen - Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • (Item-class of (Item being manipulated)) Gleich (Item-class of (Item carried by (Triggering unit) in slot (Integer A)))
              • (Item being manipulated) Ungleich (Item carried by (Triggering unit) in slot (Integer A))
            • 'THEN'-Aktionen
              • Set zz_IntegerItemClassCheck = (zz_IntegerItemClassCheck + 1)
            • 'ELSE'-Aktionen
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • zz_IntegerItemClassCheck Kleiner als 1
        • 'THEN'-Aktionen
        • 'ELSE'-Aktionen
          • Skip remaining actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • And - All (Conditions) are true
            • Bedingungen
              • (Unit-type of (Triggering unit)) Gleich Assassine
              • zz_bGlove[(Player number of (Owner of (Triggering unit)))] Gleich True
              • zz_bSword[(Player number of (Owner of (Triggering unit)))] Gleich True
        • 'THEN'-Aktionen
          • Set Waffentrager = 2
        • 'ELSE'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • And - All (Conditions) are true
                • Bedingungen
                  • (Unit-type of (Triggering unit)) Gleich Assassine
                  • zz_bGlove[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Set Waffentrager = 1
            • 'ELSE'-Aktionen
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Bedingungen
                  • And - All (Conditions) are true
                    • Bedingungen
                      • (Unit-type of (Triggering unit)) Gleich Assassine
                      • zz_bSword[(Player number of (Owner of (Triggering unit)))] Gleich True
                • 'THEN'-Aktionen
                  • Set Waffentrager = 1
                • 'ELSE'-Aktionen
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (Item-class of (Item being manipulated)) Gleich ____Weapon
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • And - All (Conditions) are true
                • Bedingungen
                  • (Unit-type of (Triggering unit)) Gleich Assassine
                  • Waffentrager Größer gleich 1
                  • Or - Any (Conditions) are true
                    • Bedingungen
                      • zz_bSword[(Player number of (Owner of (Triggering unit)))] Gleich True
                      • zz_bGlove[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Set Waffentrager = (Waffentrager - 1)
              • If (Waffentrager Gleich 1) then do (Set zz_bGlove[(Player number of (Owner of (Triggering unit)))] = False) else do (Do nothing)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Bedingungen
                  • Waffentrager Gleich 0
                • 'THEN'-Aktionen
                  • Set zz_bSword[(Player number of (Owner of (Triggering unit)))] = False
                  • Set zz_bGlove[(Player number of (Owner of (Triggering unit)))] = False
                • 'ELSE'-Aktionen
            • 'ELSE'-Aktionen
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Bedingungen
                  • zz_bSword[(Player number of (Owner of (Triggering unit)))] Gleich True
                • 'THEN'-Aktionen
                  • Set zz_bSword[(Player number of (Owner of (Triggering unit)))] = False
                • 'ELSE'-Aktionen
        • 'ELSE'-Aktionen
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (Item-class of (Item being manipulated)) Gleich ____Armor
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • zz_bStaff[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Set zz_bStaff[(Player number of (Owner of (Triggering unit)))] = False
            • 'ELSE'-Aktionen
        • 'ELSE'-Aktionen
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (Item-class of (Item being manipulated)) Gleich ____Boots
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • zz_bShield[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Set zz_bShield[(Player number of (Owner of (Triggering unit)))] = False
            • 'ELSE'-Aktionen
        • 'ELSE'-Aktionen
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (Item-class of (Item being manipulated)) Gleich ____Glove
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • zz_bGlove[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Set zz_bGlove[(Player number of (Owner of (Triggering unit)))] = False
            • 'ELSE'-Aktionen
        • 'ELSE'-Aktionen
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (Item-class of (Item being manipulated)) Gleich ____Helmet
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • zz_bHelmet[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Set zz_bHelmet[(Player number of (Owner of (Triggering unit)))] = False
            • 'ELSE'-Aktionen
        • 'ELSE'-Aktionen
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • (Item-class of (Item being manipulated)) Gleich ____Jewelley
        • 'THEN'-Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • zz_bRing[(Player number of (Owner of (Triggering unit)))] Gleich True
            • 'THEN'-Aktionen
              • Set zz_bRing[(Player number of (Owner of (Triggering unit)))] = False
            • 'ELSE'-Aktionen
        • 'ELSE'-Aktionen
Thx and rep to the one who can fix my problem ...
 
Level 6
Joined
Jun 23, 2005
Messages
195
seriously nobody can understand that. translate it and someone might help you out or request someone make you the system..
 
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