Need some1 to tell me how i should do with my items!

Level 3
Joined
Mar 7, 2009
Messages
45
Hello
Can some1 tell me how i make so the heroes only can have one item on right hand, left hand, chest, head, belt, hands? (sorry for bad english hopa ya understand!):wink:
 
Level 7
Joined
May 21, 2009
Messages
289
You could do this--

Make your item equal to an item type like "left hand = Charged" "right hand = campaign"
ect. and then make a trigger making it so if 2 of that kind of item is in the inventory it drops the item - This would have the limitation of 6 inventory slots
 
Level 9
Joined
Oct 22, 2006
Messages
599
bloodbane7 can u send me how i make the trigger i did not make it so good -.-'

Well, I suppose I could send you a link but since you specifically asked for bloodbane7 I shouldn't...

- DON'T DOUBLE POST -




Anyways... the link is here: Item Drop System
Seriously before posting try searching in tutorials or if you need a system search in spells.
 
Level 7
Joined
May 21, 2009
Messages
289
That seems a little complex I can give my version
Event
-unit aquires an item
Conditions
-Item class of (item being manipulated) equal to (charged, permament, ect.)
Actions
-If/Then/Else multiple
Condition
(hero manipulating item) has item of type (charged, permament, ect.)
Then
Drop (manipulated item)
Else
Do nothing

Sorry if this trigger is a little off but its close (im not at home so I dont have my world editor)
 
thats a but complicate you can ether get an Inventory system or try to make one your self!

Its really not that complicated ^^

Just create an Item Variable for each item slot. Then set the variable to the item you just picked up, make all items that are main hand artifacts, all off hand campaign, so on so forth, then... you know what.. I'll just post my trigger for this.

To use this trigger properly you must set all weapon types to a different item type.
I.E. One-hand weapons all need to be artifacts.
All bows are level 2 items (can be changed)
----below are the default weapon types----- (can be changed if necessary)
Artifact- main hand
Permanent- Two Hand
Purchasable- Chest
Charged- Helm
Powerup- Back armor
Campaign- Off Hand

  • Equipment
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Not equal to Human Guard
          • (Unit-type of (Triggering unit)) Not equal to Bag
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-class of (Item being manipulated)) Equal to Artifact
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • ((Triggering unit) has TwoHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True
                  • ((Triggering unit) has MainHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True
            • Then - Actions
              • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000You alrea...
              • Hero - Drop (Item being manipulated) from (Triggering unit)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Triggering unit) has MainHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to False
                • Then - Actions
                  • Set MainHandWep[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)
                • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-class of (Item being manipulated)) Equal to Campaign
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • ((Triggering unit) has TwoHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True
                      • ((Triggering unit) has OffHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True
                • Then - Actions
                  • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000You alrea...
                  • Hero - Drop (Item being manipulated) from (Triggering unit)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Triggering unit) has OffHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to False
                    • Then - Actions
                      • Set OffHandWep[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)
                    • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-class of (Item being manipulated)) Equal to Powerup
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Triggering unit) has BackArmor[(Player number of (Owner of (Triggering unit)))]) Equal to True
                    • Then - Actions
                      • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000You can o...
                      • Hero - Drop (Item being manipulated) from (Triggering unit)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Triggering unit) has BackArmor[(Player number of (Owner of (Triggering unit)))]) Equal to False
                        • Then - Actions
                          • Set BackArmor[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)
                        • Else - Actions
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Item-class of (Item being manipulated)) Equal to Charged
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Triggering unit) has HeadArmor[(Player number of (Owner of (Triggering unit)))]) Equal to True
                        • Then - Actions
                          • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000You can o...
                          • Hero - Drop (Item being manipulated) from (Triggering unit)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Triggering unit) has HeadArmor[(Player number of (Owner of (Triggering unit)))]) Equal to False
                            • Then - Actions
                              • Set HeadArmor[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)
                            • Else - Actions
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Item-class of (Item being manipulated)) Equal to Purchasable
                        • Then - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Triggering unit) has ChestArmor[(Player number of (Owner of (Triggering unit)))]) Equal to True
                            • Then - Actions
                              • Hero - Drop (Item being manipulated) from (Triggering unit)
                              • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000You can o...
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Triggering unit) has ChestArmor[(Player number of (Owner of (Triggering unit)))]) Equal to False
                                • Then - Actions
                                  • Set ChestArmor[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)
                                • Else - Actions
                        • Else - Actions
                          • -------- Bows. (please change the sylvanis unit to what ever archer unit you have in your map. you can also duplicate the sylvanas condition to make mutiple archery-type units. --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • And - All (Conditions) are true
                                • Conditions
                                  • (Item-class of (Item being manipulated)) Equal to Permanent
                                  • (Item level of (Item being manipulated)) Equal to 2
                                  • (Unit-type of (Triggering unit)) Not equal to Human ranger
                            • Then - Actions
                              • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000Only Rang...
                              • Hero - Drop (Item being manipulated) from (Triggering unit)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Item-class of (Item being manipulated)) Equal to Permanent
                                • Then - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • ((Triggering unit) has TwoHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True
                                          • ((Triggering unit) has OffHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True
                                          • ((Triggering unit) has MainHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to True
                                    • Then - Actions
                                      • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffFF0000You need ...
                                      • Hero - Drop (Item being manipulated) from (Triggering unit)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • ((Triggering unit) has TwoHandWep[(Player number of (Owner of (Triggering unit)))]) Equal to False
                                        • Then - Actions
                                          • Set TwoHandWep[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)
                                        • Else - Actions
                                • Else - Actions
  • Unset Equipment
    • Events
      • Unit - A unit Loses an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item being manipulated) Equal to BackArmor[(Player number of (Owner of (Triggering unit)))]
        • Then - Actions
          • Set BackArmor[(Player number of (Owner of (Triggering unit)))] = No item
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item being manipulated) Equal to ChestArmor[(Player number of (Owner of (Triggering unit)))]
        • Then - Actions
          • Set ChestArmor[(Player number of (Owner of (Triggering unit)))] = No item
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item being manipulated) Equal to HeadArmor[(Player number of (Owner of (Triggering unit)))]
        • Then - Actions
          • Set ChestArmor[(Player number of (Owner of (Triggering unit)))] = No item
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item being manipulated) Equal to MainHandWep[(Player number of (Owner of (Triggering unit)))]
        • Then - Actions
          • Set MainHandWep[(Player number of (Owner of (Triggering unit)))] = No item
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item being manipulated) Equal to OffHandWep[(Player number of (Owner of (Triggering unit)))]
        • Then - Actions
          • Set OffHandWep[(Player number of (Owner of (Triggering unit)))] = No item
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item being manipulated) Equal to TwoHandWep[(Player number of (Owner of (Triggering unit)))]
        • Then - Actions
          • Set TwoHandWep[(Player number of (Owner of (Triggering unit)))] = No item
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item being manipulated) Equal to HeadArmor[(Player number of (Owner of (Triggering unit)))]
        • Then - Actions
          • Set HeadArmor[(Player number of (Owner of (Triggering unit)))] = No item
        • Else - Actions
 
Top