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Easy-use Combine Item System v1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Credit: Bribe for his ASCII system
and Meepolisk from Gamevn forum.
HOW TO USE:
-Simply put 2 letter of your item rawcode like the example (If item code is I0H1, just put H1)
-Sse "+" to combine your material item, and "=" create result item
-You can have at most 6 and at least 2 materials item and you must have only 1 result item
-This system cannot combine 2 or more item with the same type :(
-The item must be custom-item.

FOR EXAMPLE:
-Claws of Attack (I000) + Ring of Protection (I001) = Scourge Bone Chimes (I002)
-> set udg_itemString[1] = "00+01=02"

Plz give credit to Meepolisk if u use ;)


[JASS=ICS setup]
// Credit to me: Meepolisk GVN
// and give credit to Bribe for his ASCII system
//
//HOW TO USE:
//Simply put 2 letter of your item rawcode like the example,
//use "+" to combine your material item, and "=" create result item
//you can have at most 6 and at least 2 materials item
//and you must have only 1 result item
//this system cannot combine 2 item with the same type :(
function Trig_ICS_setup_Actions takes nothing returns nothing
//change the effect when combination success
set udg_item_Effect = "Abilities\\Spells\\Undead\\ReplenishHealth\\ReplenishHealthCasterOverhead.mdl"
//--------------------------
//gotta catch em all
set udg_itemString[1] = "00+01=02"
set udg_itemString[2] = "01+02+03=00"
//--------------------------
endfunction
function InitTrig_ICS_setup takes nothing returns nothing
set gg_trg_ICS_setup = CreateTrigger( )
call TriggerAddAction( gg_trg_ICS_setup, function Trig_ICS_setup_Actions )
endfunction
[/code]
[TRIGGER=ICS work]
Events
Unit - A unit Acquires an item
Conditions
Actions
Do Multiple ActionsFor each (Integer A) from 1 to 99, do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Length of itemString[(Integer A)]) Greater than (>) 5
Then - Actions
Game - Display to (All players) the text: --------
Set AAInteger = 1
Set itemStrNLr = (Substring(itemString[(Integer A)], 1, 2))
Set itemStrNLr = (I0 + itemStrNLr)
Custom script: set udg_item_NLr[udg_AAInteger] = S2A( udg_itemStrNLr )
Do Multiple ActionsFor each (Integer B) from 1 to 20, do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring(itemString[(Integer A)], (Integer B), (Integer B))) Equal to (==) +
Then - Actions
Set AAInteger = (AAInteger + 1)
Set itemStrNLr = (Substring(itemString[(Integer A)], ((Integer B) + 1), ((Integer B) + 2)))
Set itemStrNLr = (I0 + itemStrNLr)
Custom script: set udg_item_NLr[udg_AAInteger] = S2A( udg_itemStrNLr )
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring(itemString[(Integer A)], (Integer B), (Integer B))) Equal to (==) =
Then - Actions
Set itemStrKQ = (Substring(itemString[(Integer A)], ((Integer B) + 1), ((Integer B) + 2)))
Set itemStrKQ = (I0 + itemStrKQ)
Custom script: set udg_item_KQr = S2A( udg_itemStrKQ )
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AAInteger Equal to (==) 2
Then - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Multiple ConditionsAnd - All (Conditions) are true
Conditions
((Triggering unit) has an item of type item_NLr[1]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[2]) Equal to (==) True
Then - Actions
Special Effect - Create a special effect attached to the origin of (Triggering unit) using item_Effect
Special Effect - Destroy (Last created special effect)
Item - Remove (Item carried by (Triggering unit) of type item_NLr[1])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[2])
Hero - Create item_KQr and give it to (Triggering unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AAInteger Equal to (==) 3
Then - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Multiple ConditionsAnd - All (Conditions) are true
Conditions
((Triggering unit) has an item of type item_NLr[1]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[2]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[3]) Equal to (==) True
Then - Actions
Special Effect - Create a special effect attached to the origin of (Triggering unit) using item_Effect
Special Effect - Destroy (Last created special effect)
Item - Remove (Item carried by (Triggering unit) of type item_NLr[1])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[2])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[3])
Hero - Create item_KQr and give it to (Triggering unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AAInteger Equal to (==) 4
Then - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Multiple ConditionsAnd - All (Conditions) are true
Conditions
((Triggering unit) has an item of type item_NLr[1]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[2]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[3]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[4]) Equal to (==) True
Then - Actions
Special Effect - Create a special effect attached to the origin of (Triggering unit) using item_Effect
Special Effect - Destroy (Last created special effect)
Item - Remove (Item carried by (Triggering unit) of type item_NLr[1])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[2])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[3])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[4])
Hero - Create item_KQr and give it to (Triggering unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AAInteger Equal to (==) 5
Then - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Multiple ConditionsAnd - All (Conditions) are true
Conditions
((Triggering unit) has an item of type item_NLr[1]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[2]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[3]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[4]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[5]) Equal to (==) True
Then - Actions
Special Effect - Create a special effect attached to the origin of (Triggering unit) using item_Effect
Special Effect - Destroy (Last created special effect)
Item - Remove (Item carried by (Triggering unit) of type item_NLr[1])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[2])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[3])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[4])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[5])
Hero - Create item_KQr and give it to (Triggering unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AAInteger Equal to (==) 6
Then - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Multiple ConditionsAnd - All (Conditions) are true
Conditions
((Triggering unit) has an item of type item_NLr[1]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[2]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[3]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[4]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[5]) Equal to (==) True
((Triggering unit) has an item of type item_NLr[6]) Equal to (==) True
Then - Actions
Special Effect - Create a special effect attached to the origin of (Triggering unit) using item_Effect
Special Effect - Destroy (Last created special effect)
Item - Remove (Item carried by (Triggering unit) of type item_NLr[1])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[2])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[3])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[4])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[5])
Item - Remove (Item carried by (Triggering unit) of type item_NLr[6])
Hero - Create item_KQr and give it to (Triggering unit)
Else - Actions
Else - Actions
Else - Actions
[/TRIGGER]
[JASS=ASCII]
library Ascii
///////////////////////////////////////////////////////////////////
// function Char2Ascii takes string s returns integer
// integer ascii = Char2Ascii("F")
//
// function Ascii2Char takes integer a returns string
// string char = Ascii2Char('F')
//
// function A2S takes integer a returns string
// string rawcode = A2S('CODE')
//
// function S2A takes string s returns integer
// integer rawcode = S2A("CODE")
//
///////////////////////////////////////////////////////////////////
globals
private integer array i //hash
private string array c //char
endglobals
function Char2Ascii takes string s returns integer
local integer a
if ("\\"==s) then
return 92
endif
set a=i[StringHash(s)/0x1F0748+0x3EA]
if (s!=c[a]) then
debug if (0==a) then
debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"ASCII ERROR: INVALID CHARACTER")
debug return 0
debug endif
return a+32
endif
return a
endfunction
function Ascii2Char takes integer a returns string
return c[a]
endfunction
function A2S takes integer a returns string
local string s=""
loop
set s=c[a-a/256*256]+s
set a=a/256
exitwhen 0==a
endloop
return s
endfunction
function S2A takes string s returns integer
local integer a=0
local integer l=StringLength(s)
local integer j=0
local string m
local integer h
loop
exitwhen j==l
set m=SubString(s,j,j+1)
if ("\\"==m) then
set a=a*256+92
else
set h=i[StringHash(m)/0x1F0748+0x3EA]
if (m!=c[h]) then
debug if (0==h) then
debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"ASCII ERROR: INVALID CHARACTER")
debug return 0
debug endif
set a=a*256+h+32
else
set a=a*256+h
endif
endif
set j=j+1
endloop
return a
endfunction
private module Init
private static method onInit takes nothing returns nothing
set i[931]=8
set i[1075]=9
set i[1586]=10
set i[1340]=12
set i[412]=13
set i[198]=32
set i[1979]=33
set i[1313]=34
set i[1003]=35
set i[1264]=36
set i[983]=37
set i[1277]=38
set i[306]=39
set i[904]=40
set i[934]=41
set i[917]=42
set i[1972]=43
set i[1380]=44
set i[1985]=45
set i[869]=46
set i[1906]=47
set i[883]=48
set i[1558]=49
set i[684]=50
set i[582]=51
set i[668]=52
set i[538]=53
set i[672]=54
set i[1173]=55
set i[71]=56
set i[277]=57
set i[89]=58
set i[1141]=59
set i[39]=60
set i[1171]=61
set i[51]=62
set i[305]=63
set i[0]=64
set i[222]=65
set i[178]=66
set i[236] =67
set i[184]=68
set i[1295]=69
set i[1390]=70
set i[1276]=71
set i[203]=72
set i[1314]=73
set i[209]=74
set i[1315]=75
set i[170]=76
set i[1357]=77
set i[1343]=78
set i[1397]=79
set i[1420]=80
set i[1419]=81
set i[1396]=82
set i[1374]=83
set i[1407]=84
set i[499]=85
set i[1465]=86
set i[736]=87
set i[289]=88
set i[986]=89
set i[38]=90
set i[1230]=91
set i[1636]=93
set i[1416]=94
set i[1917]=95
set i[217]=96
set i[833]=123
set i[1219]=124
set i[553]=125
set i[58]=126
set c[8]="\b"
set c[9]="\t"
set c[10]="\n"
set c[12]="\f"
set c[13]="\r"
set c[32]=" "
set c[33]="!"
set c[34]="\""
set c[35]="#"
set c[36]="$"
set c[37]="%"
set c[38]="&"
set c[39]="'"
set c[40]="("
set c[41]=")"
set c[42]="*"
set c[43]="+"
set c[44]=","
set c[45]="-"
set c[46]="."
set c[47]="/"
set c[48]="0"
set c[49]="1"
set c[50]="2"
set c[51]="3"
set c[52]="4"
set c[53]="5"
set c[54]="6"
set c[55]="7"
set c[56]="8"
set c[57]="9"
set c[58]=":"
set c[59]=";"
set c[60]="<"
set c[61]="="
set c[62]=">"
set c[63]="?"
set c[64]="@"
set c[65]="A"
set c[66]="B"
set c[67]="C"
set c[68]="D"
set c[69]="E"
set c[70]="F"
set c[71]="G"
set c[72]="H"
set c[73]="I"
set c[74]="J"
set c[75]="K"
set c[76]="L"
set c[77]="M"
set c[78]="N"
set c[79]="O"
set c[80]="P"
set c[81]="Q"
set c[82]="R"
set c[83]="S"
set c[84]="T"
set c[85]="U"
set c[86]="V"
set c[87]="W"
set c[88]="X"
set c[89]="Y"
set c[90]="Z"
set c[92]="\\"
set c[97]="a"
set c[98]="b"
set c[99]="c"
set c[100]="d"
set c[101]="e"
set c[102]="f"
set c[103]="g"
set c[104]="h"
set c[105]="i"
set c[106]="j"
set c[107]="k"
set c[108]="l"
set c[109]="m"
set c[110]="n"
set c[111]="o"
set c[112]="p"
set c[113]="q"
set c[114]="r"
set c[115]="s"
set c[116]="t"
set c[117]="u"
set c[118]="v"
set c[119]="w"
set c[120]="x"
set c[121]="y"
set c[122]="z"
set c[91]="["
set c[93]="]"
set c[94]="^"
set c[95]="_"
set c[96]="`"
set c[123]="{"
set c[124]="|"
set c[125]="}"
set c[126]="~"
endmethod
endmodule
private struct Inits extends array
implement Init
endstruct
endlibrary
[/code]


Keywords:
Item, Combine, System
Contents

Easy-use Combine Item System (Map)

Reviews
17 July 2012 Bribe: Rejected, at least for now. I have seen much better approaches to this. Moved this from the JASS category to the vJass category as it requires JassHelper to parse. As far as I'm concerned, this is "Item Recipe System...

Moderator

M

Moderator

17 July 2012
Bribe: Rejected, at least for now. I have seen much better approaches to this.

Moved this from the JASS category to the vJass category as it requires JassHelper to parse.

As far as I'm concerned, this is "Item Recipe System #12403985" and I plan to reject it in favor of far superior systems that do the exact same thing and more.
 
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