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Trigger Help Items

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Level 3
Joined
May 15, 2007
Messages
20
Hey i need help with some triggering problem.. bascily i wanta trigger system that dose. when hero equips item with classification (Permanent) then he cant pick upp any items with (artifact, purshable) classification
 
Level 16
Joined
Mar 3, 2006
Messages
1,564
  • Item Check
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-class of (Item being manipulated)) Equal to Artifact
          • (Item-class of (Item being manipulated)) Equal to Purchasable
    • Actions
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-class of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Permanent
            • Then - Actions
              • Hero - Drop (Item being manipulated) from (Triggering unit)
            • Else - Actions
Not that this trigger work only when you have Permanent class item and aquired an Artifact or Purshasable class. But if you have any of the last 2 classes and aquired permanent that trigger will do nothing. If you want the trigger two make both tell me as that will require more thinking.

<< ADDED >>

This trigger now checks for the reverse of what you asked.

  • Item Check 2
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-class of (Item being manipulated)) Equal to Permanent
    • Actions
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Item-class of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Artifact
                  • (Item-class of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Purchasable
            • Then - Actions
              • Hero - Drop (Item being manipulated) from (Triggering unit)
            • Else - Actions
 
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