Heres a code to do it, not sure if theres an easier way, but it works
Event Unit - A unit Acquires an item Condition (Unit-type of (Hero manipulating item)) equal to (ranger) (Item-type of (Item being manipulated)) Equal to (your bow here as an item) Actions Set LootCheck(this being a variable, integer with 0(default)=0) For each (Integer A) from 1 to 6, do (Actions) Loop - Actions If ((Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to !!Your bow here!!) then (Set LootCheck = (LootCheck + 1)) else do (Do nothing) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions LootCheck Greater than 1 Then - Actions Hero - Drop (Item being manipulated) from (Hero manipulating item) Game - Display to (Player group((Owner of (Hero manipulating item)))) for 3.00 seconds the text: You can't carry two bows.(or what ever text here) Else - Actions Do nothing Set LootCheck = 0
There ya go, that should work, if not sorry bout it.
In the red is where you must add all your bows... so if you have 50 youd hafta put all of them except the bow thats being picked up. So im not sure if theres an easy way if there is PLEASE post it
Not working i need a good trigger that will work and it will work on item type means that instead of listing all melee/ranged/magic weapons in the trigger i want to make them as a group and thatn put this in a trigger that will let you carry only 1 plz anyone help...
but tnx to this trigger u posted i improved my trigger/verible skills so tnx
Make item classes for weapon, shield, helmet etc (chenge the old ones), then check if the unit has an item of the aquired item's class, do like above, except that you're using item-classes. Note that this is best if you have lots of items and not using the item-classes for something else.
first of all his trigger doest work i did exacly like he said and when i take 1 item it drops it i dont know why i tryed to fix it and it didnt drop items at all
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second u have a point there but as u can c im a noob can u plz tell me how its done... like that guy did in his trigger
Good, though it would mess up in Multi-player, you need to use arrays for the LootCheck Variable, and also make one variable for each item class. I wont explain this further because it's too late now.