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[JASS] Item Charges Merger System

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I've been working on an item charges merger...I have tested it and it's OK but Im just posting it here to have some feedbacks if my tests are true...

JASS:
//System Name: Item Charges Merger
//Made by: Mckill2009

//REQUIRED VARIABLES:
//- HASH = hashtable (already initialize)

//INSTRUCTIONS:
//- Make a new trigger and convert to custom text
//- Copy ALL these codes and overwrite ALL existing text in the custom text
//- Make necessary changes of item type raw code

//===CONFIGURABLES:

constant function floatingtxt takes nothing returns string
    return "Item type already full!" //Sets the floating text
endfunction

constant function maxItem takes nothing returns integer
    return 10 //Max Item stack
endfunction

constant function item1 takes nothing returns integer
    return 'wlsd' //Default Lightning Shield with 3 charges
endfunction

constant function item2 takes nothing returns integer
    return 'will' //Default Wand of Illusion with 3 charges
endfunction

constant function item3 takes nothing returns integer
    return 'wcyc' //Default Wand of the Wind with 3 charges
endfunction

//constant function item4 takes nothing returns integer
  //  return 'ANOTHER ITEM HERE' //Optional description
//endfunction

//===END OF CONFIGURABLES:

function onPick takes nothing returns nothing
    local unit u = GetTriggerUnit()
    local item it = GetManipulatedItem()
    local item mainitem
    local integer charges = GetItemCharges(it)
    local integer i = 0 
    local integer id = GetHandleId(u)
    local real x = GetUnitX(u)
    local real y = GetUnitY(u)
    local texttag tag
    
    if GetItemCharges(it) > 0 then
        //Saving the charges for Item 1
        if GetItemTypeId(it)==item1() then
            if not HaveSavedHandle(udg_HASH, id, 1) and GetItemTypeId(it)==item1()  then
                call SaveItemHandle(udg_HASH, id, 1, it)
    
            elseif GetItemTypeId(it)==item1() and charges <= maxItem() then
                set mainitem = LoadItemHandle(udg_HASH, id, 1)
                if GetItemCharges(mainitem) <= maxItem() then
                    call SetItemCharges(mainitem, GetItemCharges(mainitem)+charges)
                    call SetItemCharges(it, 0)
                else
                    call UnitDropItemPoint(u, it, x, y)
                endif
            else
                call UnitDropItemPoint(u, it, x, y)
            endif
        endif
            
            
        //Saving the charges for Item 2    
        if GetItemTypeId(it)==item2() then
            if not HaveSavedHandle(udg_HASH, id, 2) and GetItemTypeId(it)==item2()  then
                call SaveItemHandle(udg_HASH, id, 2, it)
    
            elseif GetItemTypeId(it)==item2() and charges <= maxItem() then
                set mainitem = LoadItemHandle(udg_HASH, id, 2)
                if GetItemCharges(mainitem) <= maxItem() then
                    call SetItemCharges(mainitem, GetItemCharges(mainitem)+charges)
                    call SetItemCharges(it, 0)
                else
                    call UnitDropItemPoint(u, it, x, y)
                endif
            else
                call UnitDropItemPoint(u, it, x, y)
            endif
        endif
        
        
        //Saving the charges for Item 3
        if GetItemTypeId(it)==item3() then
            if not HaveSavedHandle(udg_HASH, id, 3) and GetItemTypeId(it)==item3()  then
                call SaveItemHandle(udg_HASH, id, 3, it)
    
            elseif GetItemTypeId(it)==item3() and charges <= maxItem() then
                set mainitem = LoadItemHandle(udg_HASH, id, 3)
                if GetItemCharges(mainitem) <= maxItem() then
                    call SetItemCharges(mainitem, GetItemCharges(mainitem)+charges)
                    call SetItemCharges(it, 0)
                else
                    call UnitDropItemPoint(u, it, x, y)
                endif
            else
                call UnitDropItemPoint(u, it, x, y)
            endif
        endif
        
        //Add another if/then here if you have more items 
        
        
        //This line removes the empty item
        if GetItemCharges(it) < 1 then
            call UnitDropItemPoint(u, it, x, y)
        endif
        
        if GetItemCharges(mainitem) >= maxItem() then 
            set tag = CreateTextTag()
            call SetTextTagPos(tag, x, y, 150)  
            call SetTextTagText(tag, floatingtxt(), 0.025)
            call SetTextTagPermanent(tag, false)
            call SetTextTagVelocity(tag, 0.03, 0.03)
            call SetTextTagLifespan(tag, 3)
            call SetTextTagFadepoint(tag, 0.01)
        endif
    else
        //Drops item automatically if empty
        call UnitDropItemPoint(u, it, x, y)
    endif
    set u = null
    set it = null
    set mainitem = null
endfunction

function onDrop takes nothing returns nothing
    local unit u = GetTriggerUnit()
    local item it = GetManipulatedItem()
    local integer id = GetHandleId(u)
    
    if it==LoadItemHandle(udg_HASH, id, 1) then
        call RemoveSavedHandle(udg_HASH, id, 1)
    elseif it==LoadItemHandle(udg_HASH, id, 2) then 
        call RemoveSavedHandle(udg_HASH, id, 2)
    elseif it==LoadItemHandle(udg_HASH, id, 3) then
        call RemoveSavedHandle(udg_HASH, id, 3)      
    //elseif it==LoadItemHandle(udg_HASH, id, 4) then
        //call RemoveSavedHandle(udg_HASH, id, 4) 
    endif
    
    set u = null
endfunction

function onCond takes nothing returns boolean
    local item it = GetManipulatedItem() 
    return GetItemTypeId(it)==item1() or GetItemTypeId(it)==item2() or GetItemTypeId(it)==item3()  
endfunction

function InitTrig_ItemChargesMerger takes nothing returns nothing
    local trigger t1 = CreateTrigger()          
    local trigger t2 = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t1, EVENT_PLAYER_UNIT_PICKUP_ITEM)
    call TriggerRegisterAnyUnitEventBJ(t2, EVENT_PLAYER_UNIT_DROP_ITEM)
    call TriggerAddCondition(t1, Condition(function onCond))
    call TriggerAddAction(t1, function onPick)
    call TriggerAddAction(t2, function onDrop)
    set udg_HASH = InitHashtable()
    set t1 = null
    set t2 = null
endfunction
 
Level 4
Joined
Mar 27, 2008
Messages
112
Uhmm why not check if the item has charges to begin with and if it has then merge them together? As normal items don't have any charges it will correctly merge the items together.
Also if you go with the method you're currently using use an itemtype array (integer array) instead of a function for each item. That way you can loop through it.
 
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