- 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
-
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'-Bedingungen
-
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
-
Bedingungen
-
And - All (Conditions) are true
-
'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...
-
'IF'-Bedingungen
-
'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
-
Bedingungen
-
And - All (Conditions) are true
-
'THEN'-Aktionen
- Set Waffentrager = 1
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
- Set zz_bSword[(Player number of (Owner of (Triggering unit)))] = True
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
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
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
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
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
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
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
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
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
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
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
Ereignisse
-
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'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Schleifen - 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'-Bedingungen
-
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
-
Bedingungen
-
And - All (Conditions) are 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
-
Bedingungen
-
And - All (Conditions) are 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
-
Bedingungen
-
And - All (Conditions) are true
-
'THEN'-Aktionen
- Set Waffentrager = 1
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Bedingungen
-
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
-
Bedingungen
-
Bedingungen
-
And - All (Conditions) are 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
-
'IF'-Bedingungen
-
'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
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
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
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
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
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
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
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
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
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
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
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
Ereignisse