- Joined
- Apr 1, 2009
- Messages
- 201
I am in the process of developing a custom item system. In this part of the system after the object has been cleaned, it can now be identified. What I mean by this is you dig up items that are unknown, which then have to be cleaned, turning it into a "General Item", and from there it is inspected to determine what the item is exactly. Part 3 is the inspecting process. Below is PART of my trigger. I was wondering if there was an easier way to do this or to store different "General Items" in another trigger so this part doesn't get any longer. I have about 16 "General Items" which will each have about 5-15 Items that can be identified from 1 "General Item".
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Inspect
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Inspect
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Actions
- -------- Set Unit --------
- Set InspectUnit = (Triggering unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-type of (Target item of ability being cast)) Equal to |c00FFFF00Amulet|R
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Then - Actions
- -------- Set Insepct Chance --------
- Set InspectChances = (Random integer number between 1 and 100)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- InspectChances Greater than 0
- InspectChances Less than or equal to 45
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Then - Actions
- -------- Remove "General Item" --------
- Item - Remove (Target item of ability being cast)
- -------- Add Identified Item --------
- Hero - Create |cff32cd32Regular Amulet|r and give it to InspectUnit
- -------- Display to player item name --------
- Game - Display to (Player group((Owner of InspectUnit))) the text: |c00FFFF00Appears t...
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- InspectChances Greater than 45
- InspectChances Less than or equal to 60
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Then - Actions
- Item - Remove (Target item of ability being cast)
- Hero - Create |cff32cd32Silver Necklace|r and give it to InspectUnit
- Game - Display to (Player group((Owner of InspectUnit))) the text: |c00FFFF00Appears t...
- Else - Actions
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If - Conditions
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If - Conditions
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Events