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No second "specified" item allowed.

10-10-2003, 10:43 AM#1
Ironboy
well... i made this trigger, but for something it just doesn't work! ;(

someone plz help me, thxs ;)

noblade
Events
Unit - A unit owned by Player 1 (Red) Acquires an item
Unit - A unit owned by Player 2 (Blue) Acquires an item
Unit - A unit owned by Player 3 (Teal) Acquires an item
Unit - A unit owned by Player 4 (Purple) Acquires an item
Unit - A unit owned by Player 5 (Yellow) Acquires an item
Unit - A unit owned by Player 6 (Orange) Acquires an item
Unit - A unit owned by Player 7 (Green) Acquires an item
Unit - A unit owned by Player 8 (Pink) Acquires an item
Unit - A unit owned by Player 9 (Gray) Acquires an item
Conditions
((Triggering unit) is A Hero) Equal to True
(Item-type of (Item being manipulated)) Equal to Assassin's Blade [Unique]
Actions
Set items = 0
For each (Integer A) from 1 to 6, do (If ((Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Assassin's Blade [Unique]) then do (Set items = (items + 1)) else do (Do nothing))
If (items Greater than 1) then do (Hero - Drop (Item being manipulated) from (Hero manipulating item)) else do (Do nothing)
10-10-2003, 11:48 AM#2
Zachary_Shadow
Why not just use the trigger I gave you ? It looks a bit like it, but you have changed some stuff .... wich actually just makes it more complicated... :P
10-10-2003, 01:17 PM#3
Ironboy
Quote:
Originally posted by Zachary_Shadow
Why not just use the trigger I gave you ? It looks a bit like it, but you have changed some stuff .... wich actually just makes it more complicated... :P


what?! when did you give me a trigger?!!

wtf????

Anyone know?
10-10-2003, 04:17 PM#4
Zachary_Shadow
Wasn't u then I guess....

Could have sworn :P Well, I answer alot of topics...so...BUT! Anyways here is the trigger I use, wich works perfectly:

First trigger, to determin that red aquires a weapon:

Red Dagger Aquire
Events
Unit - A unit owned by Player 1 (Red) Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Kelen's Dagger of Escape
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weapon Equal to 1
Then - Actions
Set weapon = 2
Hero - Drop (Item being manipulated) from (Triggering unit)
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to Player 1 (Red))) the text: You already have a ...
Else - Actions
Set weapon = 1


Second trigger, to find out when the item is dropped:

Red Dagger Loose
Events
Unit - A unit owned by Player 1 (Red) Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Kelen's Dagger of Escape
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weapon Equal to 2
Then - Actions
Do nothing
Set Weapon = 1
Else - Actions
Set Weapon = 0

IF the hero tries to pick up another weapon (REMEMBER, if you have more people in, you will need a Integer for each of them...so you need to do an event for each player) the first trigger will activate and see that weapon=1 and run the "you already have a weapon" chat command and drop the item.

The place in the first trigger, where weapon=2, is to ensure that the guy doesn't buy another weapon, it get's dropped and his "weapon" allowment is reduced back to 0 again. If he drops it, it will get reduced to 0 again.

Hope this helps you :)

(Funny how I can answer the same question 2 times in 2 days :P )
10-10-2003, 04:36 PM#5
scomb
Here is a condition~

Boolean comparison - hero - hero has item of type

i think you can use it~

but,if your hero can only use one weapon and there are many kinds of weapon in your map, Zachary_Shadow's trigger is better~

ps.my english is poor,i hope u know what i say....
10-10-2003, 07:34 PM#6
Ironboy
Quote:
Originally posted by Zachary_Shadow
Wasn't u then I guess....

Could have sworn :P Well, I answer alot of topics...so...BUT! Anyways here is the trigger I use, wich works perfectly:

First trigger, to determin that red aquires a weapon:

Red Dagger Aquire
Events
Unit - A unit owned by Player 1 (Red) Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Kelen's Dagger of Escape
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weapon Equal to 1
Then - Actions
Set weapon = 2
Hero - Drop (Item being manipulated) from (Triggering unit)
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to Player 1 (Red))) the text: You already have a ...
Else - Actions
Set weapon = 1


Second trigger, to find out when the item is dropped:

Red Dagger Loose
Events
Unit - A unit owned by Player 1 (Red) Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Kelen's Dagger of Escape
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weapon Equal to 2
Then - Actions
Do nothing
Set Weapon = 1
Else - Actions
Set Weapon = 0

IF the hero tries to pick up another weapon (REMEMBER, if you have more people in, you will need a Integer for each of them...so you need to do an event for each player) the first trigger will activate and see that weapon=1 and run the "you already have a weapon" chat command and drop the item.

The place in the first trigger, where weapon=2, is to ensure that the guy doesn't buy another weapon, it get's dropped and his "weapon" allowment is reduced back to 0 again. If he drops it, it will get reduced to 0 again.

Hope this helps you :)

(Funny how I can answer the same question 2 times in 2 days :P )


But... How should I set the Integer....?

I have 9 ppl in the game (maximun, not always 9...)
10-10-2003, 07:42 PM#7
AllPainful
The easiest way....

You see the variable called "weapon" in his trigger?

Make it an array with 9

then in his trigger where is says "weapon" replace it with:

weapon[slot number of player(owner of unit(unit manipulating item))]

and make the event to be a generic "Unit - Unit aquires item" instead of "Unit - A unit owned by Player 1 (Red) Acquires an item"
10-10-2003, 08:06 PM#8
Zachary_Shadow
Or you could always just make a integer option for each of the players:

WeaponRed
WeaponBlue

And so on, and set it for each person. Lot bigger but the simplest way and it will work like that.

Not totaly sure what AllPainful's array would do...can u explain that please, as it sounds 10000 times easier to do it that way :)
10-10-2003, 08:17 PM#9
AllPainful
The array is essentially:

Weapon[1]
Weapon[2]
Weapon[3]
Weapon[4]
Weapon[5]
Weapon[6]
Weapon[7]
Weapon[8]
Weapon[9]

And the:
slot number of player(owner of unit(unit manipulating item))

Is what does the number, reverse engeneer it:

slot number of player(owner of unit(unit manipulating item))

It returns the slot number (in other words the player number) of the player who owns the unit doing the maniputlating.

So if player one was doing the manipulating then:
Weapon[slot number of player(owner of unit(unit manipulating item))]
would be the same as:
Weapon[1]
10-10-2003, 09:39 PM#10
Zachary_Shadow
Ahh....think I get it now :)

So the array determin wich player the Weapon Integer belongs to, then sets it to 1 if he picks up an item...and so on ? :)

Nice...