- Joined
- Jun 10, 2012
- Messages
- 240
Hi people in the hive. How can I make a recipe item??
Okay. Here you go:
Just change items, to the one you wanted and the special effect too.
- Items
- Events
- Unit - A unit Acquires an item
- Conditions
- ((Hero manipulating item) has an item of type Claws of Attack +15) Equal to True
- ((Hero manipulating item) has an item of type Crown of Kings +5) Equal to True
- Actions
- Item - Remove (Item carried by (Hero manipulating item) of type Claws of Attack +15)
- Item - Remove (Item carried by (Hero manipulating item) of type Crown of Kings +5)
- Hero - Create Mask of Death and give it to (Hero manipulating item)
- Special Effect - Create a special effect attached to the overhead of (Hero manipulating item) using Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl
- Special Effect - Destroy (Last created special effect)
EDIT : Added test map.
Hey I have a question is there any difference(except that your trigger is much shorter) with this one?:
Those are the triggers I used for a long time and when I see yours I feel like its much better and easier to use, so let me know if there is any difference except that your is just faster to make.
- First Trigger(need both for 1 item only)
- Events
- Unit - HERO 0003 <gen> obtain a item
- Conditions
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item being manipulated)) is equal to ITEM(1)
- (Item-type of (Item being manipulated)) is equal to ITEM(2)
- (Item-type of (Item being manipulated)) is equal to ITEM(3)
- Actions
- Set Iloscczesci = (Iloscczesci + 1)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Iloscczesci is higher or equal than 3
- ((Hero manipulating item) has an item of type ITEM(1)) is equal to YES
- ((Hero manipulating item) has an item of type ITEM(2)) is equal to YES
- ((Hero manipulating item) has an item of type ITEM(3)) is equal to YES
- Then - Actions
- Item - Remove (Item carried by (Hero manipulating item) of type ITEM(1))
- Item - Remove (Item carried by (Hero manipulating item) of type ITEM(2))
- Item - Remove (Item carried by (Hero manipulating item) of type ITEM(3))
- Hero - Create COMBINED ITEM(1-2-3) and give it to (Hero manipulating item)
- or else - Actions
- Second trigger
- Events
- Unit - Hero 0003 <gen> Lose a item
- Conditions
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item being manipulated)) is equal to ITEM(1)
- (Item-type of (Item being manipulated)) is equal to ITEM(2)
- (Item-type of (Item being manipulated)) is equal to ITEM(3)
- Actions
- Set Iloscczesci = (Iloscczesci - 1)
Dude... using any of the systems above would be crazy. That's not short at all. You have to make a Table SetUp and a an intuitive trigger, so, you just SetUp all you recipes, and use another trigger to retrieve the data from that table, and use it.
This one is A LOT better. take a minute to read the information and you'll get the hang of it.
http://www.hiveworkshop.com/forums/...3261/?prev=status=a&search=Recipe&d=list&r=20
Dude, it's just one single action to create a recipe See the example inside the test map provied in the Recipe System link. You just have to Copy/Paste the triggers in that map, and then, in your on map, do something like this:
Done, there's your recipe.
- Custom script: call CreateRecipe(Item1, Item2, Item3, Item4, Item5, Item6, ResultingItem)
I trully believe that 1 Copy/Paste and 1 Action is better than your 3-5 actions for each recipe.
Exactly. Item1, Item2, etc., are the item id's.
In the TestMap you'll se a trigger called "Demo" and there it shows how to create 2, 3, 4, 5 and 6 item recipes. I think it's CreateRecipe2, CreateRecipe3, CreateRecipe4, CreateRecipe5, CreateRecipe6. Just check the demo map and read the instructions. It shows you how to use its functions, and be sure that there isn't any better "Generic" system here in Hiveworkshop to work recipes.
It also allows decompose the recipe into it's components, if you want it.
If you get deep into the system and really understand it, you may adjust it to fit your needs, like removing unnecesary things and stuff, by really knowing the code, script, and your whole map work, like if you're never going to use a 4 item recipe, remove that function, but the improvement is nearly undetectable.
Whenever you want to do a system, look for it first in the Spell section. There are drop, experience, Inventory, Recipe, Missile, and several other systems.
Yes, it can be done. But he will have to copy A LOT of if/then/else actions (as Spartipilo said) which will reduce the performance of the game.Why is there a recipe system if u can trigger it easily??
Does the trigger in game not support too many recipes??