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About Bottle

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Level 17
Joined
Jun 28, 2008
Messages
776
Well basically you create 3 items(Consumables that heals the unit like healing potion) and then create 1 item that is the empty bottle. Change the icons for the three items that heal the unit(Full, 2/3 and 1/3). Then when the unit uses the full bottle, add the 2/3rds bottle, and so on until the 1/3rd is used then add the empty bottle. Then create a region near the fountain or what ever you are using and create trigger that removes all bottles the unit has except the full bottle and add a full bottle to it.
 
Level 17
Joined
Jun 28, 2008
Messages
776
Create a region where the fountain is. Then create a trigger that triggers when a unit enters the region. Then check if the unit has one of the following items : Empty Bottle, 1/3rd or 2/3rds bottle.(Use the hero has item of type function) Then remove the item from the unit and create a Full Bottle and give it to the unit.
 
Level 11
Joined
Aug 1, 2009
Messages
714
I got the triggers but I need to open my map for a sec.

Edit: Got it. Hahahaha
This is from my map. Custom Battle Zone

The trigger when a hero acquires the bottle
  • Bottle Acquires
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • ((Hero manipulating item) has an item of type Healing Bottle) Equal to True
          • ((Hero manipulating item) has an item of type Healing Bottle 1/3) Equal to True
          • ((Hero manipulating item) has an item of type Healing Bottle 2/3) Equal to True
      • Or - Any (Conditions) are true
        • Conditions
          • (Allowed Attacks 1 <gen> contains (Hero manipulating item)) Equal to True
          • (Allowed Attacks 2 <gen> contains (Hero manipulating item)) Equal to True
    • Actions
      • Item - Remove (Item carried by (Hero manipulating item) of type Healing Bottle)
      • Item - Remove (Item carried by (Hero manipulating item) of type Healing Bottle 1/3)
      • Item - Remove (Item carried by (Hero manipulating item) of type Healing Bottle 2/3)
      • Hero - Create Healing Bottle (Full) and give it to (Hero manipulating item)
      • Special Effect - Create a special effect attached to the chest of (Hero manipulating item) using Abilities\Spells\Items\AIma\AImaTarget.mdl
      • Special Effect - Destroy (Last created special effect)

The trigger when the hero enters the region where it will refill
  • Bottle Enters
    • Events
      • Unit - A unit enters Allowed Attacks 1 <gen>
      • Unit - A unit enters Allowed Attacks 2 <gen>
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Entering unit) has an item of type Healing Bottle) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Entering unit) of type Healing Bottle)
          • Hero - Create Healing Bottle (Full) and give it to (Entering unit)
          • Special Effect - Create a special effect attached to the chest of (Entering unit) using Abilities\Spells\Items\AIma\AImaTarget.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Entering unit) has an item of type Healing Bottle 1/3) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Entering unit) of type Healing Bottle 1/3)
          • Hero - Create Healing Bottle (Full) and give it to (Entering unit)
          • Special Effect - Create a special effect attached to the chest of (Entering unit) using Abilities\Spells\Items\AIma\AImaTarget.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Entering unit) has an item of type Healing Bottle 2/3) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Entering unit) of type Healing Bottle 2/3)
          • Hero - Create Healing Bottle (Full) and give it to (Entering unit)
          • Special Effect - Create a special effect attached to the chest of (Entering unit) using Abilities\Spells\Items\AIma\AImaTarget.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions

The trigger where a hero uses a bottle and it changes.
  • Bottle Use
    • Events
      • Unit - A unit Uses an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Healing Bottle (Full)
        • Then - Actions
          • Item - Remove (Item carried by (Hero manipulating item) of type Healing Bottle (Full))
          • Hero - Create Healing Bottle 2/3 and give it to (Hero manipulating item)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Healing Bottle 2/3
        • Then - Actions
          • Item - Remove (Item carried by (Hero manipulating item) of type Healing Bottle 2/3)
          • Hero - Create Healing Bottle 1/3 and give it to (Hero manipulating item)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Healing Bottle 1/3
        • Then - Actions
          • Item - Remove (Item carried by (Hero manipulating item) of type Healing Bottle 1/3)
          • Hero - Create Healing Bottle and give it to (Hero manipulating item)
        • Else - Actions
If you have runes. I got a lot of triggers for a rune bottling. ^_^ Hope I helped
 
Last edited:
Level 13
Joined
Oct 25, 2009
Messages
995
I got the triggers but I need to open my map for a sec.

Edit: Got it. Hahahaha
This is from my map. Custom Battle Zone

The trigger when the hero enters the region where it will refill
  • Bottle Enters
    • Events
      • Unit - A unit enters Allowed Attacks 1 <gen>
      • Unit - A unit enters Allowed Attacks 2 <gen>
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Entering unit) has an item of type Healing Bottle) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Entering unit) of type Healing Bottle)
          • Hero - Create Healing Bottle (Full) and give it to (Entering unit)
          • Special Effect - Create a special effect attached to the chest of (Entering unit) using Abilities\Spells\Items\AIma\AImaTarget.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Entering unit) has an item of type Healing Bottle 1/3) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Entering unit) of type Healing Bottle 1/3)
          • Hero - Create Healing Bottle (Full) and give it to (Entering unit)
          • Special Effect - Create a special effect attached to the chest of (Entering unit) using Abilities\Spells\Items\AIma\AImaTarget.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Entering unit) has an item of type Healing Bottle 2/3) Equal to True
        • Then - Actions
          • Item - Remove (Item carried by (Entering unit) of type Healing Bottle 2/3)
          • Hero - Create Healing Bottle (Full) and give it to (Entering unit)
          • Special Effect - Create a special effect attached to the chest of (Entering unit) using Abilities\Spells\Items\AIma\AImaTarget.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions

I say,when i using the bottle in the region and don't move how can it auto refill?
P/S:If you completed it,i scare enemy got bottle and come in the region will let it refill for enemy again
 
Level 13
Joined
Oct 25, 2009
Messages
995
Like this?==
  • Events
    • Unit - A unit Uses an item
  • Conditions
    • Or - Any (Conditions) are true
      • Conditions
        • (Item-type of (Item being manipulated)) Equal to Bottle 3/0
        • (Item-type of (Item being manipulated)) Equal to Bottle 3/1
        • (Item-type of (Item being manipulated)) Equal to Bottle 3/2
        • (Item-type of (Item being manipulated)) Equal to Bottle 3/3
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • And - All (Conditions) are true
          • Conditions
            • ((Entering unit) belongs to an ally of (Owner of (Entering unit))) Equal to True
            • (Bottle Regain <gen> contains (Hero manipulating item)) Equal to True
      • Then - Actions
        • Item - Remove (Item being manipulated)
        • Hero - Create Bottle 3/3 and give it to (Hero manipulating item)
      • Else - Actions
Like this????
 
Here you go I tested it and it worked fine!
Can be created with variables to optimize triggers a little more but I think that this way is more simple for ya to understand!

I played with it a little and use my IDS to prevent any bugs with 2 or more bottles on same hero!

Check map it's simple!

Just add item descriptions, fix icons and buffs!
Also you can add special effects and shit to it as well :D

All work good, it's MUI and things like that!
For any more questions send me PM/VM or psot comment here!
 

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Level 13
Joined
Oct 25, 2009
Messages
995
  • Events
    • Unit - A unit Uses an item
  • Conditions
    • Or - Any (Conditions) are true
      • Conditions
        • (Item-type of (Item being manipulated)) Equal to Bottle 3/0
        • (Item-type of (Item being manipulated)) Equal to Bottle 3/1
        • (Item-type of (Item being manipulated)) Equal to Bottle 3/2
        • (Item-type of (Item being manipulated)) Equal to Bottle 3/3
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • And - All (Conditions) are true
          • Conditions
            • (Bottle Regain <gen> contains (Hero manipulating item)) Equal to True
      • Then - Actions
        • Item - Remove (Item being manipulated)
        • Hero - Create Bottle 3/3 and give it to (Hero manipulating item)
      • Else - Actions
It got wrong??
 
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