| 01-29-2004, 06:33 PM | #1 |
heh i never tried that out before but, i need a trigger that automatical drops a item from a hero if the hero allready have 1 of the same item well, the integer i wanted to use dont exist :bgrun: (Count Items of Type carried by hero) there is only (Count Items carried by hero) emote_confused i can do it whit Integer arrays but then i need 1 varriable and 2 triggers for every item plz i need a simple way for this |
| 01-29-2004, 07:47 PM | #2 |
There is a boolean test 'Unit has Item Of Type'. Since you only want to allow one, that should be what you need. |
| 01-29-2004, 08:04 PM | #3 |
i already tried that out, it dont work whit the event Generic unit event-Unit acquire an item that automatical drops the item from the hero , no matter what he have in the inventory. arent there any way to count items of typ in inventory? |
| 01-29-2004, 08:11 PM | #4 |
Keep in mind that items have hitpoints - is there some way you can combine your triggers, i.e., check to see if they already have an item that has 482 hitpoints? You could give all weapon items that hitpoint total, and do an OR conditional to see if any of the 6 item slots has an item with 482 hp; if so, drop the new item. |
| 01-29-2004, 09:00 PM | #5 |
biflespud, i dont think thatll work... lets just say this 1. 5+5=10 lets say 5 is a potion. on number 1, you have 2 pots that are the same, it equals 10 so one drops. on this one... 2. 4+6=10 4 is an herb and 6 is a key, it equals 10 so one must be dropped... Edit: oo my bad... musta read ur post wrong... |
| 01-29-2004, 09:47 PM | #6 |
set itemcount = 0 for each int a from 1 to 6 do if unit has item of type (item being manipulated) in slot int A, then set itemcount = itemcount + 1 if itemcount > 1 then drop item being manipulated |
| 01-29-2004, 09:55 PM | #7 |
for the more or less lazy there is the very awesome DT4a (found in the link of my sig) which can not only limit to one of one item, but one of one developer set item classification as well... |
| 01-29-2004, 10:33 PM | #8 | |
Quote:
verry nice try Darimus but it dont work emote_confused see if i use this event Generic unit event-Unit acquire an item my hero get 1 item in the inventory before the trigger starts and the variable you told me count +1 and the item drops again here i used this action, was it right? -If ((Item carried by (Hero manipulating item) in slot (Integer A)) equal (Item being manipulated)) then do (Set itemcounter = (itemcounter + 1)) else do (Do nothing) -If (itemcounter Gleich 1) then do (Held - Drop (Item being manipulated) from (Hero manipulating item)) else do (Do nothing) -If (itemcounter Gleich 1) then do (Set itemcounter = 0) else do (Do nothing) |
| 01-30-2004, 12:22 AM | #9 |
The way I did it was pretty simple= E-Unit acquires item C-Item equal to (whatever you want to limit) A- If herohasitem[player number of owner of hero manipulating item]=true then drop item being manipulated from hero manipulating item else set herohasitem[player number of owner of hero manipulating item]=true This requires a second trigger though that says: E- Unit loses an item C-Item equal to (whatever) A- set herohas item[player number of owner of her manipulating item]= False |
| 01-30-2004, 08:07 AM | #10 | |
Quote:
You have used Gleich (equal) that's the problem, use grater than. |
| 01-30-2004, 09:42 AM | #11 |
Yea, I know I am sexy. Here we go: 1. Restrict Items to 1 Item of every Itemgroup (i.e. 1 Armor, 1 Helm, 1 Weapon, ...) Code:
ItemRestriction
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
Or - Any (Conditions) are true
Conditions
And - All (Conditions) are true
Conditions
(Item-class of (Item being manipulated)) Equal to Purchasable
(Item-class of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Purchasable
(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item being manipulated)
And - All (Conditions) are true
Conditions
(Item-class of (Item being manipulated)) Equal to Campaign
(Item-class of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Campaign
(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item being manipulated)
And - All (Conditions) are true
Conditions
(Item-class of (Item being manipulated)) Equal to Artifact
(Item-class of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Artifact
(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item being manipulated)
Then - Actions
Hero - Drop (Item being manipulated) from (Triggering unit)
Else - Actions
Do nothingThis check does NOT work with "Misc" Items. But those 3 up there work for sure. Didnt test the other yet. 1. Restrict Items to 1 Item of every Item (i.e. Only 1 Mask of Death, only 1 Claw +12000, only 1 Ring of Protection +5 Take stuff above and change it from Item Class to Item Type. Have fun! |
| 01-30-2004, 02:15 PM | #12 |
HE isn't asking about item classes, he is asking about making it impossible to carry more than 1 item of the same type Well the unit acquires an item event is odd because when it triggers the unit already has the item. I would do this Events: A unit acquires an item Conditions: Actions: for each integer a from 1 to 6 do (multiple actions) - If (conditions) --- (item carried by (triggering unit) in slot (integer a) not equal to (item being manipulated) -- Item type of (item carried by (triggering unit) in slot (integer a) equal to item type of (item being manipulated) - Then Actions: --- Unit Drop (item being manipulated from (triggering unit) --- skip remaining actions BTW: Check my Item Classification System |
| 01-30-2004, 03:01 PM | #13 |
vexorian, somehow the second part of my posting says exactly this. |
| 01-30-2004, 03:25 PM | #14 | |
Quote:
I would say check my trigger and change item type with class, you would save some space and execution time. |
| 01-30-2004, 05:45 PM | #15 | |
Quote:
WOHOO, THATS GREAT!, i needed some tries to make this trigger but that works perfect THX VEX :hammer: |
