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[Trigger] What you've all been waiting for...

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EDIT: Fixed a lil bug in the system.

Yes, ive done it.

2 1handed weapons or 1 2handed weapon.
(part 2 of One Class GUI RPG System)

ok same deal
Sort items as

Permanent - Weapons
Artifact - Helmets
Purchasable - Armors
Campaign - Shields

or w.e thats how i did it (you can modify it easily)

however, THIS is the different part
~set all your items to lvl 2, but onehanded weapons to lvl 1.~

first trigger
  • One Class
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • 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
              • And - All (Conditions) are true
                • 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))
                  • (Item level of (Item being manipulated)) Equal to 2
            • Then - 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
                  • Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
                  • 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 Artifact
                    • Then - Actions
                      • Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
                      • 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 Purchasable
                        • Then - Actions
                          • Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
                          • 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 alrea...
                              • Hero - Drop (Item being manipulated) from (Hero manipulating item)
                            • Else - Actions
            • Else - Actions
second trigger
  • Onehanded Weapons
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • 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
              • And - All (Conditions) are true
                • 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))
                  • (Item level of (Item being manipulated)) Equal to 1
            • Then - 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
                  • For each (Integer B) from 1 to (Number of items carried by (Hero manipulating item)), do (Actions)
                    • Loop - Actions
                      • For each (Integer A) from 1 to 1, do (Actions)
                        • Loop - Actions
                          • For each (Integer B) from 2 to 2, do (Actions)
                            • Loop - Actions
                              • For each (Integer C) from 3 to 3, do (Actions)
                                • Loop - Actions
                                  • For each (Integer D) from 4 to 4, do (Actions)
                                    • Loop - Actions
                                      • For each (Integer E) from 5 to 5, do (Actions)
                                        • Loop - Actions
                                          • For each (Integer F) from 6 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 (Hero manipulating item) in slot (Integer B))) Equal to Permanent
                                                  • Or - Any (Conditions) are true
                                                    • Conditions
                                                      • (((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 3
                                                      • (((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 5
                                                      • (((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 7
                                                      • (((((Item level of (Item carried by (Hero manipulating item) in slot A)) + (Item level of (Item carried by (Hero manipulating item) in slot B))) + (Item level of (Item carried by (Hero manipulating item) in slot C))) + (Item level of (Item carried by (Hero ma Equal to 9
                                                • Then - Actions
                                                  • Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
                                                  • Hero - Drop (Item being manipulated) from (Hero manipulating item)
                                                • Else - Actions
                • Else - Actions
            • Else - Actions
Bam!

Explanations coming soon!
link to simple system: One Class GUI RPG System
 

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  • Demo2.w3x
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Last edited:
Level 3
Joined
Jul 29, 2008
Messages
34
Alright, so that fixes my two weapons, but not two shields / shield plus dual.

Permanent: Swords / Duals
Charged: Gloves
Artifact: Helm / Hat
Purchasable: Wings
Campaign: Shield / Off-Hand Weapons
 
Level 3
Joined
Jul 29, 2008
Messages
34
Permanent: Swords - Lv. 1 / Duals Lv. 2
Charged: Gloves Lv. 2
Artifact: Helm / Hat Lv. 2
Purchasable: Wings Lv. 2
Campaign: Shield Lv. 1 / Off-Hand Weapons Lv. 1

What I mean by two shields, is the game allows two shields in my inventory.
 
Level 3
Joined
Jul 29, 2008
Messages
34
OK, it's all fixed. Just, my sword, I can still hold two. I reset everything back to normal, and my trigger and items are exactly like yours. The only difference is that my armor is wings.

Two single-handed weapons?: Yes.
Two Shields?: No.
Two Duals?: No.
Duals Plus Shield?: Yes.

I don't want to be able to have two weapons.
 
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