| 08-10-2004, 12:34 AM | #1 |
In the RPG I am making, I want to make it so that you can only carry one weapon at a time. However, due to the multitude of weapons that I have, making a trigger that would drop "weapon a" if you picked up "weapon b" for each and every weapon is daunting and would take LOTS of triggers. This would slow down the game immensly. Is there a way I can do this with only a few triggers? |
| 08-10-2004, 01:00 AM | #2 |
Use item classifications. For example remove all the items that are in the classification "artifacts" and put all your weapons there. Then run triggers to check if the item you picked up is of classification "artifact" and drop it if you already have an item of classification "artifact". Or something like that. |
| 08-10-2004, 02:26 AM | #3 |
That works, or use Item level, it allows an unlimited # of item types since you can shift-double click the field and enter any # you want. |
| 08-10-2004, 03:29 PM | #4 |
I found a nice way of doing it for me. I just set the item health of weapons to 10000, armor to 20000, helmet to 30000, etc. and then in the trigger I just do health of item / 10000 to find the item slot its supposed to be in and everything. |
| 08-11-2004, 09:08 PM | #5 |
Um.. sorry, but could someone elaborate? I still can't get any triggers to work... |
| 08-11-2004, 09:16 PM | #6 |
Well, you've got to be using a trigger that's something like: Code:
Events-
A unit acquires an item.
Conditions-
Actions-
For A = 1 to 6
If
(Item Level/Class/Hit Points) of Item being manipulated is equal to (Item Level/Class/Hit Points) of (item in slot A)
then
Remove (Item being manipulated) from unit and create an item-type of (item-type of (item being manipulated)) at position of hero manipulating item. |
| 08-11-2004, 09:37 PM | #7 |
This is what I have: Events Unit- A unit Aquires an item Conditions Actions If (All conditions are true) then do (Then actions) else do (Else actions) If- Conditions (Item-class of (Item being manipulated) Equal to (Item class of (Item carried by (Hero manipulating item) in slot 1)) Then- Actions Item- Remove (Item being manipulated) Item- Create (Item-type of (Item being manipulated) at (Position of (Hero manipulating item)) Its still not working. When the hero picks up an item it dissapears. |
| 08-11-2004, 10:19 PM | #8 |
Crap, I still can't get anything to work. If someone could give me a complete trigger or map to work with that would be great. |
