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Alchemy system v2.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
How to import:
a) click category with right mouse button and click "copy" (or just press ctrl+c)
b) ctrl + v in your maps trigger editor to paste it in there
[repeat 1 and b for all categories]
c) create variables [variable_name(var_type)]
potofstr1duration_p1 (C)
TMPnumb (C)
PotDrinkingUnit (unit)
triggeringunit_p1 (unit)
removeitem (item)
(if some aren't there they are for other players OR i just forgot about them[then it's my mistake -.-])
d) LAST but not the least: copy all special units, skills, items, efects (you'll need this)
HOW IT WORKS?
totaly new system. (more info in changelog)
Whats included:
- recipes for 2 potions (weak healing potion and potion of strenght 1);
- 2 potions and 2 different reagents;
CHANGELOG:
v 2.0 update:
a whole new system. this time it will work better and more realistic. 1st of all u need to find an Alchemist lab (yea, yea... no idea so copying from WoW/Gothic) next u need to buy WATER & VIALS cause without this raw materials u cant make potions (BONUS: find any kind of strong alcochol to empower the potion a bit.

  • Alchemy v2
    • Wydarzenia
      • Unit - A unit Start casting a spell
    • Conditions
      • (Ability being cast) Equal to Make Potions
    • Actions
      • Set triggeringunit_p1 = (Triggering unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has an item of type Empty Vial) Equal to Yes
          • ((Triggering unit) has an item of type Healing Herbs) Equal to Yes
          • ((Triggering unit) has an item of type Water) Equal to Yes
          • (Charges remaining in (Item carried by (Triggering unit) of type Empty Vial)) Bigger or Equal 1
          • (Charges remaining in (Item carried by (Triggering unit) of type Healing Herbs)) Bigger or Equal 1
          • (Charges remaining in (Item carried by (Triggering unit) of type Water)) Bigger or Equal 1
        • Then - Actions
          • Set TMPnumb = ((Charges remaining in (Item carried by (Triggering unit) of type Healing Herbs)) - 1)
          • Item - Set charges remaining in (Item carried by (Triggering unit) of type Healing Herbs) to TMPnumb
          • Set TMPnumb = ((Charges remaining in (Item carried by (Triggering unit) of type Empty Vial)) - 1)
          • Item - Set charges remaining in (Item carried by (Triggering unit) of type Empty Vial) to TMPnumb
          • Set TMPnumb = ((Charges remaining in (Item carried by (Triggering unit) of type Water)) - 1)
          • Item - Set charges remaining in (Item carried by (Triggering unit) of type Water) to TMPnumb
          • Hero - Create Weak Healing Potion and give it to (Triggering unit)
        • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If- Conditions
          • ((Triggering unit) has an item of type Empty Vial) Equal to Yes
          • ((Triggering unit) has an item of type Healing Herbs) Equal to Yes
          • ((Triggering unit) has an item of type Alcohol) Equal to Yes
          • (Charges remaining in (Item carried by (Triggering unit) of type Empty Vial)) Bigger or Equal 1
          • (Charges remaining in (Item carried by (Triggering unit) of type Healing Herbs)) Bigger or Equal 1
          • (Charges remaining in (Item carried by (Triggering unit) of type Alcohol)) Bigger or Equal 1
          • Then - Actions
            • Set TMPnumb = ((Charges remaining in (Item carried by (Triggering unit) of type Healing Herbs)) - 1)
            • Item - Set charges remaining in (Item carried by (Triggering unit) of type Healing Herbs) to TMPnumb
            • Set TMPnumb = ((Charges remaining in (Item carried by (Triggering unit) of type Empty Vial)) - 1)
            • Item - Set charges remaining in (Item carried by (Triggering unit) of type Empty Vial) to TMPnumb
            • Set TMPnumb = ((Charges remaining in (Item carried by (Triggering unit) of type Alcohol)) - 1)
            • Item - Set charges remaining in (Item carried by (Triggering unit) of type Alcohol) to TMPnumb
            • Hero - Create Weak Healing Potion(E) and give it to (Triggering unit)
          • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • ((Triggering unit) has an item of type Empty Vial) Equal to Yes
            • ((Triggering unit) has an item of type Blue Mushroom) Equal to Yes
            • ((Triggering unit) has an item of type Water)Equal to Yes
            • (Charges remaining in (Item carried by (Triggering unit) of type Blue Mushroom)) Bigger or Equal 2
              • (Charges remaining in (Item carried by (Triggering unit) of type Empty Vial)) Bigger or Equal 1
              • (Charges remaining in (Item carried by (Triggering unit) of type Water)) Bigger or Equal 1
          • Then - Actions
            • Set TMPnumb = ((Charges remaining in (Item carried by (Triggering unit) of type Empty Vial)) - 1)
            • Item - Set charges remaining in (Item carried by (Triggering unit) of type Empty Vial) to TMPnumb
            • Set TMPnumb = ((Charges remaining in (Item carried by (Triggering unit) of type Blue Mushroom)) - 2)
            • Item - Set charges remaining in (Item carried by (Triggering unit) of type Blue Mushroom) to TMPnumb
            • Set TMPnumb = ((Charges remaining in (Item carried by (Triggering unit) of type Water)) - 1)
            • Item - Set charges remaining in (Item carried by (Triggering unit) of type Water) to TMPnumb
            • Hero - Create Potion of Strenght(1) and give it to (Triggering unit)
          • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • ((Triggering unit) has an item of type Empty Vial)Equal to Yes
            • ((Triggering unit) has an item of type Blue Mushroom) Equal to Yes
            • ((Triggering unit) has an item of type Alcohol) Equal to Yes
            • (Charges remaining in (Item carried by (Triggering unit) of type Blue Mushroom)) Bigger or Equal 2
            • (Charges remaining in (Item carried by (Triggering unit) of type Empty Vial)) Bigger or Equal 1
            • (Charges remaining in (Item carried by (Triggering unit) of type Alcohol)) Bigger or Equal 1
          • Then - Actions
            • Set TMPnumb = ((Charges remaining in (Item carried by (Triggering unit) of type Empty Vial)) - 1)
            • Item - Set charges remaining in (Item carried by (Triggering unit) of type Empty Vial) to TMPnumb
            • Set TMPnumb = ((Charges remaining in (Item carried by (Triggering unit) of type Blue Mushroom)) - 2)
            • Item - Set charges remaining in (Item carried by (Triggering unit) of type Blue Mushroom) to TMPnumb
            • Set TMPnumb = ((Charges remaining in (Item carried by (Triggering unit) of type Alcohol)) - 1)
            • Item - Set charges remaining in (Item carried by (Triggering unit) of type Alcohol) to TMPnumb
            • Hero - Create Potion of Strenght(1)(E) and give it to (Triggering unit)
          • Else - Actions
Keywords:
alchemy, potions, system, herbs, vials, vial, herb
Contents

Alchemy v2.0 (Map)

Reviews
7 November 2015 Bribe: Rejecting due to the status of this resource being "needs fix" for years. 15:31, 3rd Feb 2010 The_Reborn_Devil: I'm sorry, but this isn't really a system, it's actually more like a template. For it to be a real system it...

Moderator

M

Moderator

7 November 2015
Bribe: Rejecting due to the status of this resource being "needs fix" for years.

15:31, 3rd Feb 2010
The_Reborn_Devil:
I'm sorry, but this isn't really a system, it's actually more like a template. For it to be a real system it should be very easy to add new recipes, and not requiring you to copy an if and change which items are used/gained. If you have many recipes it would make the trigger insanely long or you would need many triggers to sort them. Also, we have a lot of these systems and this is not better than them.

Status: Rejected until updated
Rating: N/A

Please find a better way to manage the recipes than the current way. PM me or another mod once you want it reviewed again.
 
Level 4
Joined
Apr 9, 2009
Messages
16
Long time ago i made an alchemy system. yesterday i thought it would be good to change it a bit. if there are any bugs just say :) i'll fix it next weakend (lots of exams this weak :/ )
edit:
i havn't seen any alchemy systems on site recently thats why i made it ;). (i havn't been here for about a year so any1 can tell me if there was some kind of database clean or sth?)
 
Level 4
Joined
Apr 9, 2009
Messages
16
yea sure. it will just take me some time to translate it cause i dont have english wc3 editor version :)
EDIT:
<full of frustration>... ...
ok translated and updated... if u don't mind, there are some small mistakes.
 
Last edited:
Recipe system, like others suggested plus some facts:
- You need to tell us in-game how the potions are done, along with the how-to-use alcohol & blue mushroom.
- The table's role is like some piece of furniture -> it provides nothing, except for the actual concept.
- Way boring, transferring the items from the character to the table.
- No animations on the char, to give the concept of "doing some alchemy".
- The final product should be moved to the character, not remain on the table and then have to be transferred to the character.
- You should make a MUI system, that detects who placed the items in the table, in order to allocate the final potion for them, into their inventory, to actually support the previous suggestion.
- The idea is not really original anyways, so, unless you come up with something more unique, I guess this will take a "Lacking" rating :/
And yes, this is what I think it should get: 2/5.
 
Level 7
Joined
Dec 8, 2008
Messages
243
I'll likely use this for my alchemist if I can't work out a alternative trigger on my own. Very very nice however.
 
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