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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
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...
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.
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?)
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.
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.
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