- Joined
- May 27, 2009
- Messages
- 495
When I buy a powerup item.. Then Replace the item with a permanent one (not powerup class). My Unit will have it. It all does work good.
I use Artificial's Recipe System 0.7b and some little modifications from it.
My Problem is...
When I save the map, the load it. Black shadows appear at the point where I receive the items.
If you like, I'll upload a screenshot.
And to mention, I Also Use Vex's PowerupSentinel Library. But I think the problem is not there because this happens even without the PowerupSentinel library.
In fact, this problem only take effects when I load the game not the actual game itself.
Please tell some suggestions on how to remove it and I'm also wondering If it is a warcraft desync or bug or a trigger bug. Wondering how the shadows got in there
after loading..
You could try it (to see for yourself). I think its present in this version of my map:
http://epicwar.com/maps/131735/
Try buying any item (but not recipe items) from: Accessorizer, Weapon Shop or Priest Shop.
Then Save it.. Then Load the game.. After loading.. You'll see a shadow at the point where you bought the item. This also takes effect when I buy powerups and tomes.
But all the said problems only take effects when buying an item.
TRIGGERS:
tnx
I use Artificial's Recipe System 0.7b and some little modifications from it.
My Problem is...
When I save the map, the load it. Black shadows appear at the point where I receive the items.
If you like, I'll upload a screenshot.
And to mention, I Also Use Vex's PowerupSentinel Library. But I think the problem is not there because this happens even without the PowerupSentinel library.
In fact, this problem only take effects when I load the game not the actual game itself.
Please tell some suggestions on how to remove it and I'm also wondering If it is a warcraft desync or bug or a trigger bug. Wondering how the shadows got in there

You could try it (to see for yourself). I think its present in this version of my map:
http://epicwar.com/maps/131735/
Try buying any item (but not recipe items) from: Accessorizer, Weapon Shop or Priest Shop.
Then Save it.. Then Load the game.. After loading.. You'll see a shadow at the point where you bought the item. This also takes effect when I buy powerups and tomes.
But all the said problems only take effects when buying an item.
TRIGGERS:
JASS:
library RecipeSYS initializer Init uses Table
// ¤ v0.7b ¤
// ( *'*-._.-*'*-._.-*'*-._.-*'* )
// ) RecipeSYS (
// ( Created by Artificial )
// )*'*-._.-*'*-._.-*'*-._.-*'*(
// ¤ ¤
//
// How to use the RecipeSYS
// ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
// ---- Adding recipes
// Adding recipes is rather easy. You just call a function
// and give it some arguments. The function you call is
// recipe.create, and is called like this:
//
// call recipe.create(i1, i2, i3, i4, i5, i6, result, sfx, attPoint, charges, chargeType)
//
// i1 - i6 are the raw codes* of the items required for the
// recipe to combine. result is the raw code of the item they
// will combine to. sfx is the path of the special effect you
// want to use (give "" for default), and attPoint the attachment
// point of it ("" for default). The boolean charges is whether
// the result should have some other amount of charges than the
// default one. If it is true, chargeType determines what amount
// of charges the result will get when combined (-1 => amount of
// charges left in the ingredient with most charges, 0 => sum of
// charges left in the ingredients, anything else => the number
// given as the argument).
//
// * You can find out the rawcodes by going to the object
// editor and pressing ctrl + D. The first 4 characters
// are the rawcode of the item. When calling the function,
// remember to put the rawcode between ' and ' in case
// you want it to work.
//
// If you want the recipe to require less than 6 items, just give
// zeros as ingredient arguments.
//
// --- AddRecipe Wrappers
// You can also add recipes using some of the wrapper
// functions: AddRecipe, AddRecipeEx, AddRecipeWithCharges,
// and AddRecipeWithChargesEx.
//
// AddRecipe takes i1, i2, i3, i4, i5, i6, result
// AddRecipeEx takes i1, i2, i3, i4, i5, i6, result, sfx, attPoint
// AddRecipeWithCharges takes i1, i2, i3, i4, i5, i6, result, chargeType
// AddRecipeWithChargesEx takes i1, i2, i3, i4, i5, i6, result, chargeType, sfx, attPoint
//
// ---- Removing Recipes
// There are two ways of removing recipes: destroyin a specific
// recipe and removing recipes by the result (removes all recipes
// with that item as result).
// Removing a specific recipe is done by calling the .destroy method
// for that recipe, and removing by result is done by using the
// RemoveRecipeByResult function, eg. like this:
//
// call RemoveRecipeByResult('belv')
//
// ---- Changing the Result / Ingredients
// Because of how the system works, you can't just do set r.result = 'aooo',
// but you must use the methods SetResult and SetIngredient.
// SetResult takes only the new item's raw code, and SetIngredient takes that
// and the ingredient number (0 - 5).
//
// call re.SetIngredient('rde1', 0)
//
// ---- Disassembling Items
// Disassembling an item that is a result of some recipe would cause
// the item to be replaced with the ingredients of the recipe.
// Example of usage:
//
// call DisassembleItem(GetManipulatedItem(), GetTriggerUnit())
//
// The first argument is the item to be disassembled and the second
// one is the unit to give the ingredients to. In case you don't want
// to give the items to an unit, give null as the unit argument.
// You also have the DisassembleItemByRecipe function, which takes
// one argument more: the recipe whose ingredients you want the item
// to be disassembled to.
//
// There are a few restrictions with the disassembling:
// - If the item being disassemled isn't created by the system,
// and used on an item that is the result of several recipes
// the system will just give the items that are required for one
// of the recipes.
// - When used on an recipe added via the charged recipe thingy
// the ingredient items won't recieve the amount of items they
// had when the result was made, but the default amount of charges.
//
// Note: If you are using the function with the 'A unit Loses an item'
// event you'll need to add a little wait before the function
// call in case you want the items to be created at the position
// where the item was dropped. And the wait is also needed when
// the item being disassembled is the result of a recipe that has
// only the same type of items as ingredients (or at least I think so).
//
// ---- Disabling and Re-Enabling Recipes
// Instead of removing a recipe to disable it and then adding the
// recipe again you can also disable and enable the recipe.
// This is done by setting the enabled member of the recipe to false
// (or to true if enabling). You can also use the EnableRecipeByResult
// function:
//
// call EnableRecipeByResult('fgdg', false)
//
// That would disable the recipes that have the item 'fgdg' as result.
// The enabling of the recipe would happen with the same function, but
// with true as the boolean argument.
//
// ---- Disabling/Re-enabling the System
// If you need to disable/enable the system for some time, you can use these lines:
//
// call DisableTrigger(RecipeSYS_TRIGGER)
// call EnableTrigger(RecipeSYS_TRIGGER)
//
// Note, that this only disables the combining of items by the system itself,
// if you're using a combining trigger of your own, you'll need to disable that
// trigger.
//
// ---- Manual Checking For Recipes
// In case you'd want to use some other event than the 'A unit Acquires an
// item', you can set AUTO_COMBINE to false, and create a trigger that has
// the event you want (eg. 'A unit Starts the effect of an ability'), and
// then call the RecipeSYS_Combine function from there. The arguments it takes
// are the item that should be checked if it belongs to a recipe and the unit
// the result should be created to (if any is created).
// The function returns a boolean depending on whether it combined the item
// to something or not. And if it combined something, you can refer to the
// created item with bj_lastCreatedItem (Last created item in GUI).
//
// Strengths of RecipeSYS
// ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
// - Supports having several items of the same type as
// ingredients in the same recipe.
// - Supports having the same item type as an ingredient in
// several recipes.
// - Allows to specify the special effect and it's attachment
// point (each recipe can have its own ones, if you wish so).
// - All you need to do is add the recipes.
// - You can remove recipes.
// - You can add recipes with results that have charges.
// - The amount of charges can be predefined, the sum of charges
// left in the ingredients, or the amount of charges in the
// ingredient with most charges.
// - You can disable and enable single recipes or the whole sytem.
// - You can disassemble items.
// - You can disable the automatic combining of items, and create
// a trigger that combines items manually (so you can have any
// event you want).
//
// Weaknesses of RecipeSYS
// ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
// - Don't know if it's optimized as much as it could nor if it's
// the best recipe system out there. ^_^
// - The item disassembling has some restrictions, and doesn't work
// flawlessy with the 'A unit Loses an item' event (see the Test2
// trigger in the demo map or the instructions of the function for
// additional information).
// - The max amount of item types you can use in recipes as
// ingredients is 8190 / AMOUNT_ING and as results 8190 / AMOUNT_RES.
//
// How to import RecipeSYS
// ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
// Two easy steps:
// - Copy this trigger to your map.
// - Copy the trigger 'Table' to your map.
// Alternatively:
// - Create a trigger named 'RecipeSYS' in your map.
// - Convert it to Jass (Custom Script) and replace all
// of the code in there with the code in this trigger.
// - Create a trigger named 'Table' in your map.
// - Convert it to Jass (Custom Script) and replace all
// of the code in there with the code in the trigger 'Table'.
globals
// ¤ ¤
// ( *'*-._.-*'*-._.-*'*-._.-*'* )
// ) RecipeSYS configuration (
// ( *'*-._.-*'*-._.-*'*-._.-*'* )
// ¤ ¤
private constant string SFX_PATH = "Abilities\\Spells\\Items\\AIem\\AIemTarget.mdl"
//The path of the default effect.
private constant string SFX_POINT = "origin"
//The default attachment point.
private constant integer AMOUNT_ING = 100
//The amount of recipes an item can be an ingredient in.
private constant integer AMOUNT_RES = 100
//The amount of recipes an item can be a result in.
// ¤ ¤
// ( *'*-._.-*'*-._.-*'*-._.-*'* )
// )DO NOT EDIT PAST THIS POINT(
// ( *'*-._.-*'*-._.-*'*-._.-*'* )
// )Well, you can if you really(
// ( want to, but only if you )
// )know what you're doing. And(
// ( it's not needed, anyways. )
// )*'*-._.-*'*-._.-*'*-._.-*'*(
// ¤ ¤
public constant trigger TRIGGER = CreateTrigger()
private Table ING_TABLE
private Table RES_TABLE
private HandleTable COMBINE_TABLE
endglobals
private type ingIn extends recipe array [AMOUNT_ING]
private type resIn extends recipe array [AMOUNT_RES]
struct recipe
readonly integer array items [6]
readonly integer result
integer chargeType
string sfx
string point
boolean resultHasCharges
boolean enabled
static method create takes integer i1, integer i2, integer i3, integer i4, integer i5, integer i6, integer result, string sfx, string attPoint, boolean charges, integer chargetype returns recipe
local recipe i = recipe.allocate()
local ingIn ing
local resIn res
local boolean error = false // Stupid 1.24
local boolean array b
local integer j = 0
local integer k
local integer l = 0
set i.items[0] = i1
set i.items[1] = i2
set i.items[2] = i3
set i.items[3] = i4
set i.items[4] = i5
set i.items[5] = i6
set i.result = result
set i.enabled = true
set i.resultHasCharges = charges
set i.chargeType = chargetype
//To prevent linking the recipe to the item type twice.
set b[0] = true
set b[1] = i2 != i1
set b[2] = i3 != i2 and i3 != i1
set b[3] = i4 != i3 and i4 != i2 and i4 != i1
set b[4] = i5 != i4 and i5 != i3 and i5 != i2 and i5 != i1
set b[5] = i6 != i5 and i6 != i4 and i6 != i3 and i6 != i2 and i6 != i1
//Set the SFX things (default or specified).
if sfx == "" then
set i.sfx = SFX_PATH
else
set i.sfx = sfx
endif
if attPoint == "" then
set i.point = SFX_POINT
else
set i.point = attPoint
endif
//Linking the recipe to the item types.
loop
if i.items[j] != 0 and b[j] then
set k = ING_TABLE[i.items[j]]
if k != 0 then
//Item type is in another recipe aswell.
set ing = ingIn(k)
set k = 0
//Seek for an open slot.
loop
exitwhen error or ing[k] == 0
set k = k + 1
if k == ingIn.size then
debug call BJDebugMsg("|cffff0202RecipeSYS Error:|r AMOUNT_ING is too small!")
set error = true
endif
endloop
else
//First appearance for the item type.
set ing = ingIn.create()
set k = 0
endif
exitwhen error
set ing[k] = i
set ING_TABLE[i.items[j]] = integer(ing)
endif
set j = j + 1
exitwhen j == 6
endloop
if not error then
set k = RES_TABLE[i.result]
if k != 0 then
//Item type is in some other recipe, too.
set res = resIn(k)
set k = 0
loop
exitwhen error or res[k] == 0
set k = k + 1
if k == resIn.size then
debug call BJDebugMsg("|cffff0202RecipeSYS Error:|r AMOUNT_RES too small!")
set error = true
endif
endloop
else
//First time being in a recipe for the item type.
set res = resIn.create()
endif
if not error then
set res[k] = i
set RES_TABLE[i.result] = integer(res)
endif
endif
if error then
call i.destroy()
return recipe(0)
else
return i
endif
endmethod
private method ClearRecipeFromIngredient takes integer it returns nothing
local integer i = 0
local integer j = 0
local integer k
local ingIn ing = ingIn(ING_TABLE[it])
if it == 0 or integer(ing[0]) == 0 then
return
endif
//Finding the right array slot and setting it's value to 0.
loop
exitwhen i == ingIn.size
if ing[i] == this then
set j = i + 1
//Finding the last used array slot.
loop
exitwhen j == ingIn.size or ing[j] == 0
set j = j + 1
endloop
set j = j - 1
set ing[i] = ing[j]
set ing[j] = 0
exitwhen true
endif
set i = i + 1
endloop
//Free the array and flush if the slots are empty.
if integer(ing[0]) == 0 then
call ING_TABLE.flush(it)
call ing.destroy()
endif
endmethod
private method ClearRecipeFromResult takes integer it returns nothing
local integer i = 0
local integer j
local resIn res = resIn(RES_TABLE[it])
if it == 0 then
return
endif
//Finding the right array slot and setting it's value to 0.
loop
exitwhen i == resIn.size
if res[i] == this then
set j = i + 1
//Finding the last used array slot.
loop
exitwhen j == resIn.size or res[j] == 0
set j = j + 1
endloop
set j = j - 1
set res[i] = res[j]
set res[j] = 0
exitwhen true
endif
set i = i + 1
endloop
//Free the array slots and flush if it's empty.
if res[0] == 0 then
call RES_TABLE.flush(it)
call res.destroy()
endif
endmethod
// Used in SetIngredient to clear the old slot.
private method ClearSlot takes integer slot returns nothing
local integer i = 0
loop
exitwhen i == 6
if slot != i and .items[i] == .items[slot] then
// If the item is several times in the recipe,
// setting this one to 0 is enough.
set .items[slot] = 0
return
endif
set i = i + 1
endloop
// Otherwise we need to clear the recipe from the item.
call .ClearRecipeFromIngredient(.items[slot])
endmethod
method SetIngredient takes integer id, integer slot returns nothing
local ingIn ing
call .ClearSlot(slot)
set .items[slot] = id
set slot = ING_TABLE[id]
if slot != 0 then
//Item type is in another recipe aswell.
set ing = ingIn(slot)
set slot = 0
//Seek for an open slot.
loop
exitwhen ing[slot] == 0
set slot = slot + 1
if slot == ingIn.size then
debug call BJDebugMsg("|cffff0202RecipeSYS Error:|r AMOUNT_ING is too small!")
return
endif
endloop
else
//First appearance for the item type.
set ing = ingIn.create()
set slot = 0
endif
set ing[slot] = this
set ING_TABLE[id] = integer(ing)
endmethod
method SetResult takes integer id returns nothing
local resIn res
local integer k = RES_TABLE[id]
call .ClearRecipeFromResult(.result)
set .result = id
if k != 0 then
//Item type is in some other recipe, too.
set res = resIn(k)
set k = 0
loop
exitwhen res[k] == 0
set k = k + 1
if k == resIn.size then
debug call BJDebugMsg("|cffff0202RecipeSYS Error:|r AMOUNT_RES too small!")
return
endif
endloop
else
//First time being in a recipe for the item type.
set res = resIn.create()
endif
set res[k] = this
set RES_TABLE[.result] = integer(res)
endmethod
method onDestroy takes nothing returns nothing
local integer i = 0
loop
call .ClearRecipeFromIngredient(.items[i])
set i = i + 1
exitwhen i == 6
endloop
call .ClearRecipeFromResult(.result)
set .result = 0
endmethod
endstruct
//****************************************************
//** Recipes Without Charges **
//****************************************************
function AddRecipe takes integer item1, integer item2, integer item3, integer item4, integer item5, integer item6, integer result returns recipe
return recipe.create(item1, item2, item3, item4, item5, item6, result, "", "", false, 0)
endfunction
function AddRecipeEx takes integer item1, integer item2, integer item3, integer item4, integer item5, integer item6, integer result, string sfx, string attachmentPoint returns recipe
return recipe.create(item1, item2, item3, item4, item5, item6, result, sfx, attachmentPoint, false, 0)
endfunction
//****************************************************
//** Recipes With Charges **
//****************************************************
function AddRecipeWithCharges takes integer item1, integer item2, integer item3, integer item4, integer item5, integer item6, integer result, integer chargeType returns recipe
return recipe.create(item1, item2, item3, item4, item5, item6, result, "", "", true, chargeType)
endfunction
function AddRecipeWithChargesEx takes integer item1, integer item2, integer item3, integer item4, integer item5, integer item6, integer result, integer chargeType, string sfx, string attachmentPoint returns recipe
return recipe.create(item1, item2, item3, item4, item5, item6, result, sfx, attachmentPoint, true, chargeType)
endfunction
//****************************************************
//** Removing Recipes **
//****************************************************
function RemoveRecipeByResult takes integer result returns nothing
local resIn res = resIn(RES_TABLE[result])
loop
exitwhen integer(res[0]) == 0
call res[0].destroy()
endloop
endfunction
//****************************************************
//** Disabling and enabling recipes **
//****************************************************
function EnableRecipeByResult takes integer result, boolean enable returns nothing
local resIn res = resIn(RES_TABLE[result])
local integer i = 0
loop
exitwhen integer(res[i]) == 0
set res[i].enabled = enable
set i = i + 1
endloop
endfunction
//****************************************************
//** Disassembling Combined Items **
//****************************************************
function DisassembleItemByRecipe takes item whichItem, unit whichUnit, recipe re returns nothing
local integer i = 0
local real x = GetItemX(whichItem)
local real y = GetItemY(whichItem)
local boolean b = IsTriggerEnabled(GetTriggeringTrigger())
local boolean c = IsTriggerEnabled(TRIGGER)
if re.result == GetItemTypeId(whichItem) then
if b then
//Avoid clashing with some events.
call DisableTrigger(GetTriggeringTrigger())
endif
call COMBINE_TABLE.flush(whichItem)
call RemoveItem(whichItem)
//Should the items be created for a unit or at ground?
if whichUnit == null then
loop
call CreateItem(re.items[i], x, y)
set i = i + 1
exitwhen i == 6
endloop
else
if c then
//Preventing infinite loop.
call DisableTrigger(TRIGGER)
endif
loop
call UnitAddItemById(whichUnit, re.items[i])
set i = i + 1
exitwhen i == 6
endloop
if c then
call EnableTrigger(TRIGGER)
endif
endif
if b then
call EnableTrigger(GetTriggeringTrigger())
endif
endif
endfunction
function DisassembleItem takes item whichItem, unit whichUnit returns nothing
local integer id = GetItemTypeId(whichItem)
local resIn r = resIn(RES_TABLE[id])
local recipe re = recipe(COMBINE_TABLE[whichItem])
if integer(re) == 0 or re.result != id then //The last one just in case the recipe has been destroyed.
if integer(r[0]) == 0 then
return
endif
set re = r[0]
endif
call DisassembleItemByRecipe(whichItem, whichUnit, re)
endfunction
//****************************************************
//** Combining **
//****************************************************
private function DoCombine takes recipe rec, unit u, item noncarried returns boolean
local integer array itemsReq
local integer noncarriedId = GetItemTypeId(noncarried)
local integer itemInSlot
local integer topCharges = 0
local integer sumCharges = 0
local integer i = 0
local integer j = 0
local item resu
local item array itemsToCombine
//Setting the items.
loop
set itemsReq[i] = rec.items[i]
set i = i + 1
exitwhen i == 6
endloop
set i = 0
//Finding the items.
loop
set itemInSlot = GetItemTypeId(UnitItemInSlot(u, i))
loop
if itemsReq[j] == noncarriedId and noncarried != null then
set itemsToCombine[j] = noncarried
set itemsReq[j] = 0
set noncarried = null
exitwhen true
elseif itemsReq[j] == itemInSlot and itemInSlot != 0 then
set itemsToCombine[j] = UnitItemInSlot(u, i)
set itemsReq[j] = 0
exitwhen true
endif
set j = j + 1
exitwhen j == 6
endloop
set j = 0
set i = i + 1
exitwhen i == 6
endloop
set noncarried = null
set i = 0
set j = 0
//Checking if all items were found.
loop
if itemsReq[i] != 0 then
loop
set itemsToCombine[j] = null
set j = j + 1
exitwhen j == 6
endloop
return false
endif
set i = i + 1
exitwhen i == 6
endloop
set i = 0
//Remove the old items.
loop
//Set the different charge amounts in case the result has charges.
set j = GetItemCharges(itemsToCombine[i])
set sumCharges = sumCharges + j
if j > topCharges then
set topCharges = j
endif
call COMBINE_TABLE.flush(itemsToCombine[i])
call RemoveItem(itemsToCombine[i])
set itemsToCombine[i] = null
set i = i + 1
exitwhen i == 6
endloop
//Create the result.
set resu = UnitAddItemById(u, rec.result)
call DestroyEffect(AddSpecialEffectTarget(rec.sfx, u, rec.point))
//Set charges if it should have any.
if rec.resultHasCharges then
if rec.chargeType == 0 then
call SetItemCharges(resu, sumCharges)
elseif rec.chargeType == -1 then
call SetItemCharges(resu, topCharges)
else
call SetItemCharges(resu, rec.chargeType)
endif
endif
//Set the data if wanted.
set COMBINE_TABLE[resu] = integer(rec)
set bj_lastCreatedItem = resu
set resu = null
return true
endfunction
//****************************************************
//** Recipe Finding **
//****************************************************
function GetRecipeItemCombinedFrom takes item i returns recipe
local recipe r = recipe(COMBINE_TABLE[i])
if integer(r) == 0 or GetItemTypeId(i) != r.result then
set r = ingIn(ING_TABLE[GetItemTypeId(i)])[0]
endif
return r
endfunction
public function Check takes item check, unit u returns boolean
local boolean isCarried = UnitHasItem(u, check)
local ingIn r = ingIn(ING_TABLE[GetItemTypeId(check)])
local integer i = 0
if check == null then
return false
endif
loop
exitwhen integer(r[i]) == 0 or i == r.size
if r[i].enabled then
if isCarried then
if DoCombine(r[i], u, null) then
return true
endif
else
if DoCombine(r[i], u, check) then
return true
endif
endif
endif
set i = i + 1
endloop
return false
endfunction
//=====================================================================
private function SafeFilt takes nothing returns boolean
return true
endfunction
//=====================================================================
private function Init takes nothing returns nothing
local integer index = 0
set ING_TABLE = Table.create()
set RES_TABLE = Table.create()
set COMBINE_TABLE = HandleTable.create()
endfunction
endlibrary
JASS:
scope PickUpItemFullInv initializer Init
globals
hashtable tj_HASH
endglobals
private function IsInventoryFull takes unit u returns boolean
local integer i = 0
loop
exitwhen i > 5
if UnitItemInSlot(u,i) == null then
return false
endif
set i = i + 1
endloop
return true
endfunction
function GetPPX takes real x, real dist, real angle returns real
return x + dist * Cos(angle * bj_DEGTORAD)
endfunction
private function GetPPY takes real y, real dist, real angle returns real
return y + dist * Sin(angle * bj_DEGTORAD)
endfunction
private function AngleLocXY takes real x1, real y1, real x2, real y2 returns real
return bj_RADTODEG * Atan2(y2 - y1, x2 - x1)
endfunction
private function DistanceLocXY takes real x1, real y1, real x2, real y2 returns real
return SquareRoot( (x2-x1) * (x2-x1) + (y2-y1) * (y2-y1))
endfunction
private struct data
unit c
item it
timer ti
integer tick
method onDestroy takes nothing returns nothing
call PauseTimer(.ti)
call RemoveSavedInteger( tj_HASH, GetHandleId( .ti ), 0 )
call DestroyTimer(.ti)
endmethod
endstruct
private function CheckItemSmartE takes nothing returns nothing
local data d = LoadInteger( tj_HASH, GetHandleId( GetExpiredTimer() ), 0 )
local real dist
local boolean itemsmart = LoadBoolean( tj_HASH, GetHandleId(d.c), StringHash("InCheckOfItemSmart" ) )
if itemsmart == false then
call d.destroy()
return
endif
//-----
if not IsItemOwned(d.it) then
if d.tick <= 0 then
if d.tick == -1 then
call IssueImmediateOrder(d.c,"stop")
endif
if IsInventoryFull(d.c) then
call RecipeSYS_Check( d.it , d.c )
endif
call d.destroy()
else
if DistanceLocXY(GetUnitX(d.c), GetUnitY(d.c), GetWidgetX(d.it), GetWidgetY(d.it)) <= 100. then
set d.tick = 0
endif
endif
else
call d.destroy()
endif
endfunction
private function CheckItemSmart takes unit c, item it, integer tick returns nothing
local data d = data.create()
set d.c = c
set d.it = it
set d.tick = tick
set d.ti = CreateTimer()
call SaveInteger( tj_HASH, GetHandleId(d.ti), 0, d )
call TimerStart( d.ti,0.02, true, function CheckItemSmartE )
endfunction
private function Act takes nothing returns nothing
local unit c = GetTriggerUnit()
local item it = GetOrderTargetItem()
local string order = OrderId2String( GetIssuedOrderId() )
local real tx
local real ty
local real cx
local real cy
local real cf
local real dist
local integer cid = GetHandleId(c)
local boolean itemsmart = LoadBoolean( tj_HASH, cid, StringHash("InCheckOfItemSmart" ) )
if it == null then
if itemsmart then
call SaveBoolean( tj_HASH, cid, StringHash("InCheckOfItemSmart" ), false )
endif
set c = null
return
endif
set cx = GetUnitX(c)
set cy = GetUnitY(c)
if order == "smart" and GetItemType(it) != ITEM_TYPE_POWERUP and IsInventoryFull(c) then
set tx = GetWidgetX(it)
set ty = GetWidgetY(it)
set dist = DistanceLocXY( cx, cy, tx, ty )
if IsUnitInRangeXY(c, tx,ty,100. ) then
call CheckItemSmart( c, it, -1 )
call SaveBoolean( tj_HASH, cid, StringHash("InCheckOfItemSmart" ), true )
else
call CheckItemSmart( c, it, 1 )
if not itemsmart then
call SaveBoolean( tj_HASH, cid, StringHash("InCheckOfItemSmart" ), true )
endif
endif
endif
set c = null
set it = null
endfunction
//===========================================================================
private function Init takes nothing returns nothing
local trigger t = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER )
call TriggerAddAction( t, function Act )
set t = null
set tj_HASH = InitHashtable()
endfunction
endscope
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BuyITem
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Events
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Unit - A unit Acquires an item
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Conditions
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(Substring((Name of (Item being manipulated)), 1, 13)) Equal to Item Provider
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Actions
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-------- your item provider's name SHOULD have "Item Provider" prefix --------
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-------- now we have the provider sold, give the item to the hero --------
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Set TempUnit = (Triggering unit)
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Set TempItemTypeSold2 = (Item being manipulated)
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Set TempItemTypeSold = (Item-type of TempItemTypeSold2)
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-------- get the item type that is provided --------
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For each (Integer TempInt) from 0 to (ItemProviderCount - 1), 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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TempItemTypeSold Equal to ItemProvider[TempInt]
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Then - Actions
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Set TempItemType = ItemProvided[TempInt]
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Else - Actions
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-------- create the item --------
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Set TempPoint = (Position of TempUnit)
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Item - Create TempItemType at TempPoint
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Custom script: call RemoveLocation( udg_TempPoint )
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Set TempItem = (Last created item)
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-------- check if the hero's inventory is full or not --------
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Set TempCheck = True
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For each (Integer TempInt) 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 carried by TempUnit in slot TempInt) Equal to No item
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Then - Actions
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-------- a slot is empty, I guess the inventory is not full :P --------
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Set TempCheck = False
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Else - Actions
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-
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-------- ok, we know the inventory is full or not --------
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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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TempCheck Equal to True
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Then - Actions
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-------- full, check the recipe directly --------
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Custom script: call RecipeSYS_Check( udg_TempItem, udg_TempUnit )
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Else - Actions
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-------- not full, add the item to the hero, let the "PickUpItem" trigger handles the recipe calling --------
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Hero - Give TempItem to TempUnit
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-------- clean dummy --------
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