- Joined
- May 16, 2007
- Messages
- 7,285
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
Explanations coming soon!
link to simple system: One Class GUI RPG 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
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One Class
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Events
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Unit - A unit Acquires an item
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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
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And - All (Conditions) are true
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Conditions
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((Hero manipulating item) has (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to True
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(Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
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(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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(Item level of (Item being manipulated)) Equal to 2
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Then - 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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(Item-class of (Item being manipulated)) Equal to Permanent
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Then - Actions
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Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
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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)
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If - Conditions
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(Item-class of (Item being manipulated)) Equal to Artifact
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Then - Actions
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Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
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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)
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If - Conditions
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(Item-class of (Item being manipulated)) Equal to Purchasable
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Then - Actions
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Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
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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)
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If - Conditions
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(Item-class of (Item being manipulated)) Equal to Campaign
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Then - Actions
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Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
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Hero - Drop (Item being manipulated) from (Hero manipulating item)
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Else - Actions
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Else - Actions
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Onehanded Weapons
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Events
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Unit - A unit Acquires an item
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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
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And - All (Conditions) are true
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Conditions
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((Hero manipulating item) has (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to True
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(Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
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(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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(Item level of (Item being manipulated)) Equal to 1
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Then - 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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(Item-class of (Item being manipulated)) Equal to Permanent
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Then - Actions
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For each (Integer B) from 1 to (Number of items carried by (Hero manipulating item)), do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to 1, do (Actions)
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Loop - Actions
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For each (Integer B) from 2 to 2, do (Actions)
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Loop - Actions
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For each (Integer C) from 3 to 3, do (Actions)
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Loop - Actions
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For each (Integer D) from 4 to 4, do (Actions)
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Loop - Actions
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For each (Integer E) from 5 to 5, do (Actions)
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Loop - Actions
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For each (Integer F) from 6 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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(Item-class of (Item carried by (Hero manipulating item) in slot (Integer B))) Equal to Permanent
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Or - Any (Conditions) are true
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Conditions
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(((((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
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(((((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
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(((((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
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(((((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
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Then - Actions
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Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You alrea...
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Hero - Drop (Item being manipulated) from (Hero manipulating item)
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Else - Actions
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Else - Actions
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Else - Actions
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Explanations coming soon!
link to simple system: One Class GUI RPG System
Attachments
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