Name | Type | is_array | initial_value |
Item_CanBeDisassemble | boolean | Yes | |
Item_Check | integer | No | |
Item_Count | integer | No | |
Item_CustomValue | integer | No | |
Item_DisassembleAbility | abilcode | No | |
Item_DisassembleEffect | string | No | |
Item_DisassemblePoint | location | Yes | |
Item_Effect | string | No | |
Item_EnableOS | boolean | No | true |
Item_Fake | itemcode | Yes | |
Item_LoopA | integer | No | |
Item_LoopB | integer | No | |
Item_LoopC | integer | No | |
Item_Mat1 | itemcode | Yes | |
Item_Mat1Amount | integer | Yes | |
Item_Mat2 | itemcode | Yes | |
Item_Mat2Amount | integer | Yes | |
Item_Mat3 | itemcode | Yes | |
Item_Mat3Amount | integer | Yes | |
Item_Mat4 | itemcode | Yes | |
Item_Mat4Amount | integer | Yes | |
Item_Mat5 | itemcode | Yes | |
Item_Mat5Amount | integer | Yes | |
Item_MatMax | integer | Yes | |
Item_Max | integer | No | |
Item_Owner | player | Yes | |
Item_OwneredItem | item | Yes | |
Item_OwnershipException | group | No | |
Item_Point | location | Yes | |
Item_Real | itemcode | Yes | |
Item_RecipeMax | integer | No | |
Item_Result | itemcode | Yes | |
TempInt | integer | No | |
TempItem | item | No | |
TempUnit | unit | No |
//TESH.scrollpos=57
//TESH.alwaysfold=0
MULTI-FUNCTION ITEM SYSTEM
Created By LeoNguyen112
Version 1.8
I. Features:
- Combine different types of item. Max is 5 types.
- Combine many same-type items. Max items is 6 same-type items.
- Combine charges of charged items.
- Combine charged items charged items.
- Combine items even hero's inventory is full (but still has the warning test).
- Can buy items even hero's inventory is full.
- Can disassemble items into their material.
- Have ownership system: unit can't pick up item which doesn't belong to it
II. Installation:
1. Open your map with JNGP, go to File -> Preferences -> and check "Automatically
create unknown variables while pasting trigger data"
2. Copy the category named "System" into your map.
3. Edit these actions in trigger "Item Registry":
o Item_Fake[Number] = the type of items which are in shops, their item-classes
are power up and they have no ability.
o Item_Real[Number] = the type of item which will be given to heroes when they
buy the Item_Fake above.
o Item_Max = Number of fake or real items you have.
o Item_DisassembleEffect = the effect which will be displayed when finish disassemble.
o Item_DisassembleAbility = the ability that will be used for disassembling
items. Here is some advices for ability Disassemble:
"Base skill": channel.
"Target type": unit.
"Target allow": item.
"Cast range": 999999.
o Item_DisassemblePoint[Number] = the point that item will spawn at when finish
disassemble.
Item_DisassemblePoint[1] for player 1
Item_DisassemblePoint[2] for player 2
...
Item_DisassemblePoint[12] for player 12
In this map, I have 1 Circle of Power which is the place for disassembled
items, so all player will have the same point.
o Item_EnableOS = True/False = Enable/disable ownership system.
o Item_OwnershipException = the group of units that will not be affected by
ownership system. Ex: couriers.
4. Edit these actions in trigger "Item Recipe Registry":
o Item_Effect = the effect will be displayed when successfully combine items.
o Item_RecipeMax = the number of maximum recipe that you have.
o Item_Mat1[array] = Item Type
Item_Mat2[array] = Item Type
Item_Mat3[array] = Item Type
Item_Mat4[array] = Item Type
Item_Mat5[array] = Item Type
The material for your recipes. If the recipe don't need 5 materials, you needn't
to set all of them.
o Item_Result[array] = item that hero/unit will have when successfully combine
o Item_Mat1Amount[array] = Number
Item_Mat2Amount[array] = Number
Item_Mat3Amount[array] = Number
Item_Mat4Amount[array] = Number
Item_Mat5Amount[array] = Number
If the materials have the quantities, you need to set these variables into
number of material that you need. If a material need 1 item, you needn't to set
it. For charged items, these variables mean charges of item that you need.
o Item_CanBeDisassemble[array] = True/False = Allow or not allow the item to be
disassembled.
//------------------------------------------NOTE------------------------------------------//
//- The variables of 1 recipe must be had the same array. //
//- The full-slot-pick-up-item system is only activated if the item is within 150 range of//
//hero/unit. //
//- The item-classes of fake-charged items are charged. Don't change it into power up or //
//it won't work. //
//- Charged items aren't affected by ownership system. //
//----------------------------------------------------------------------------------------//
5. Click "Test" button and have fun !!!
III. Visit www.hiveworkshop.com for more infomation and updating.
Please give me credit for my work.
IV. Thanks to: btvinh and Abenthy for requested me.
HOPE YOU LIKE THIS SYSTEM