- Joined
- May 16, 2007
- Messages
- 7,285
This is my system for forcing hero's to only be restricted to one weapon, shield, helmet, and armor. I see alot of people who want to know about this.
first sort your items so that
All weapon items are in Permanent
All helmet items are in Artifact
All Armor items are in Purchasable
All Shield items are in Campaign
or w.e but thats what i did for this trigger. (you can modify it easily)
Trigger
and now!
2 1handed weapons/1 2handed weapon!
One Class GUI RPG System Part II
Explanations coming soon!
first sort your items so that
All weapon items are in Permanent
All helmet items are in Artifact
All Armor items are in Purchasable
All Shield items are in Campaign
or w.e but thats what i did for this trigger. (you can modify it easily)
Trigger
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One Class
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Events
- Unit - A unit Acquires an item
- Conditions
-
Actions
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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And - All (Conditions) are true
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Conditions
- ((Hero manipulating item) has (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to True
- (Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
- (Item-class of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-class of (Item being manipulated))
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Conditions
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And - All (Conditions) are true
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Then - Actions
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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
- Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You already have a weapon.|r
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
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Else - Actions
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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
- Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You already have a helmet.|r
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
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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
- Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You already have an armor.|r
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
-
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
- Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You already have a shield.|r
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer A) from 1 to 6, do (Actions)
-
Events
and now!
2 1handed weapons/1 2handed weapon!
One Class GUI RPG System Part II
Explanations coming soon!
Attachments
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