I'm wondering if i can make triggers like these very simplified with a system. I've been searching through the Hive but cant find anything that really suits me.
The idea for me is to have 5 base items, mana stone, health stone, sword, dagger and shield. All of these can be combined with one and other (Recipe based on 2 items only, for example mana + mana, sword + shield etc...)
Almost every item will have specific effects attatched to them.
So this is what i have at the moment as an example:
The idea for me is to have 5 base items, mana stone, health stone, sword, dagger and shield. All of these can be combined with one and other (Recipe based on 2 items only, for example mana + mana, sword + shield etc...)
Almost every item will have specific effects attatched to them.
So this is what i have at the moment as an example:
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Steel Shield
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Events
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Unit - A unit Acquires an item
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Conditions
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((Hero manipulating item) has an item of type Wooden Shield) Equal to True
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Actions
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Set VariableSet Item_Int[5] = 0
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Wooden Shield
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Then - Actions
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Set VariableSet Item_Int[5] = (Item_Int[5] + 1)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Item_Int[5] Greater than or equal to 2
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Then - Actions
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Item - Remove (Item carried by (Hero manipulating item) of type Wooden Shield)
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Item - Remove (Item carried by (Hero manipulating item) of type Wooden Shield)
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Hero - Create Steel Shield and give it to (Hero manipulating item)
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Special Effect - Create a special effect attached to the overhead of (Hero manipulating item) using Abilities\Spells\Items\AIam\AIamTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Staff of the old Wizard Work
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Events
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Game - GDD_Event becomes Equal to 0.00
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Conditions
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((Item carried by GDD_DamageSource of type Staff of the old Wizard) is owned) Equal to True
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Actions
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Set VariableSet StaffOfTheOldWizardChance = 0
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Set VariableSet StaffOfTheOldWizard_Attacked = GDD_DamagedUnit
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For each (Integer StaffOfTheOldWizardLoop) from 1 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Item-type of (Item carried by GDD_DamageSource in slot StaffOfTheOldWizardLoop)) Equal to Staff of the old Wizard
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Then - Actions
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Set VariableSet StaffOfTheOldWizardChance = (StaffOfTheOldWizardChance + 10)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Random integer number between 1 and 100) Less than or equal to StaffOfTheOldWizardChance
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Then - Actions
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Set VariableSet StaffOfTheOldWizard_Point = (Position of GDD_DamageSource)
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Unit - Create 1 Dummy Frost Nova Caster (Staff of the old Wizard) for (Owner of GDD_DamageSource) at StaffOfTheOldWizard_Point facing Default building facing degrees
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Set VariableSet StaffOfTheOldWizard_Dummy = (Last created unit)
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Unit - Add a 1.00 second Generic expiration timer to StaffOfTheOldWizard_Dummy
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Unit - Add Frost Nova (Staff of the old Wizard) to StaffOfTheOldWizard_Dummy
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Unit - Order StaffOfTheOldWizard_Dummy to Undead Lich - Frost Nova StaffOfTheOldWizard_Attacked
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Custom script: call RemoveLocation(udg_StaffOfTheOldWizard_Point)
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Else - Actions
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Hands of Fury
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Events
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Unit - A unit Acquires an item
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Hero manipulating item) has an item of type Claws of Speed) Equal to True
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((Hero manipulating item) has an item of type Recipe Hands of Fury) Equal to True
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Then - Actions
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Item - Remove (Item carried by (Hero manipulating item) of type Claws of Speed)
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Item - Remove (Item carried by (Hero manipulating item) of type Recipe Hands of Fury)
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Hero - Create Hands of Fury and give it to (Hero manipulating item)
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Special Effect - Create a special effect attached to the overhead of (Hero manipulating item) using Abilities\Spells\Items\AIam\AIamTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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