- Joined
- Jan 19, 2012
- Messages
- 52
What is this guide about/why would I need this?
This guide is about giving items of the same type different bonuses. In other words, it teaches you how to create items with different bonuses without creating a ton of items.
This system might be useful for people who want to create material-based crafting systems but do not want to create a ton of items for each of the possible combinations of materials.
However, I will not teach you how to create a crafting system in this guide.
So how do I do this?
First of all, you should create a Hashtable. If you do not know how to create a Hashtable, just use this code:
This guide is about giving items of the same type different bonuses. In other words, it teaches you how to create items with different bonuses without creating a ton of items.
This system might be useful for people who want to create material-based crafting systems but do not want to create a ton of items for each of the possible combinations of materials.
However, I will not teach you how to create a crafting system in this guide.
So how do I do this?
First of all, you should create a Hashtable. If you do not know how to create a Hashtable, just use this code:
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Initialization
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Events
- Map initialization
- Conditions
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Actions
- Hashtable - Create a hashtable
- Set Hashtable = (Last created hashtable)
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Events
-
Initialization
-
Events
- Map initialization
- Conditions
-
Actions
- Hashtable - Create a hashtable
- Set Hashtable = (Last created hashtable)
- -------- Below actions not really needed --------
- Set tempPoint = (Center of (Playable map area))
- Item - Create Enchanted Gemstone at (tempPoint)
- Custom script: call removeLocation(tempPoint)
- -------- Above actions not really needed --------
- Hashtable - Save 10 as (Key Armor Bonus) of (Key (Last created item)) in Hashtable
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Events
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Item Add Bonuses
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Events
- Unit - A unit Acquires an item
- Conditions
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Actions
- Set tempUnit = (Triggering unit)
- Unit - Add Item Bonus Armor (+X) to (tempUnit)
- Unit - Set level of Item Bonus Armor (+X) for (tempUnit) to ((Level of Item Bonus Armor (+X) for (tempUnit)) + (Load (Key Armor Bonus) of (Key (Item being manipulated)) from Hashtable))
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Events
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Item Remove Bonuses
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Events
- Unit - A unit Loses an item
- Conditions
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Actions
- Set tempUnit = (Triggering unit)
- Unit - Set level of Item Bonus Armor (+X) for (tempUnit) to ((Level of Item Bonus Armor (+X) for (tempUnit)) - (Load (Key Armor Bonus) of (Key (Item being manipulated)) from Hashtable))
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Events
Attachments
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