- Joined
- Jul 29, 2007
- Messages
- 5,174
Any idea why this one-type item system doesn't work ?
It just automaticly throws items, even if you don't have any in your inventory.
It just automaticly throws items, even if you don't have any in your inventory.
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One type equipment
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Events
- Unit - A unit Acquires an item
- Conditions
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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
- (Item-class of (Item being manipulated)) Equal to (Item-class of (Item carried by (Triggering unit) in slot (Integer A)))
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Then - Actions
- Hero - Drop (Item being manipulated) from (Triggering unit)
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Else - Actions
- Skip remaining actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else 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
- (Item-class of (Item being manipulated)) Equal to Artifact
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Then - Actions
- Game - Display to (Player group((Owner of (Triggering unit)))) the text: ...
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item being manipulated)) Equal to Permanent
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Then - Actions
- Game - Display to (Player group((Owner of (Triggering unit)))) the text: ...
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item being manipulated)) Equal to Purchasable
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Then - Actions
- Game - Display to (Player group((Owner of (Triggering unit)))) the text: ...
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item being manipulated)) Equal to Campaign
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Then - Actions
- Game - Display to (Player group((Owner of (Triggering unit)))) the text: ...
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item being manipulated)) Equal to Miscellaneous
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Then - Actions
- Game - Display to (Player group((Owner of (Triggering unit)))) the text: ...
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item being manipulated)) Equal to Powerup
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Then - Actions
- Game - Display to (Player group((Owner of (Triggering unit)))) the text: ...
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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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)
-
If - Conditions
-
For each (Integer A) from 1 to 6, do (Actions)
-
Events