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Item Combinations and Recipes v.1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Here is a funny and usefull guide to make combinations and recipes to items.

Contains:
- No Recipe and No Double Item
- Recipe and No Double Item
- No Recipe and Double Item
- Recipes and Double Item

  • Without Recipe Without Double
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Glue
          • (Item-type of (Item being manipulated)) Equal to Shiny Gem
          • (Item-type of (Item being manipulated)) Equal to Useless Staff
    • Actions
      • -------- If you have made "Events" and "Conditions" right --------
      • -------- You can go on with the long boring (but not useless) "Actions" --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • ((Triggering unit) has an item of type Glue) Equal to True
              • ((Triggering unit) has an item of type Shiny Gem) Equal to True
              • ((Triggering unit) has an item of type Useless Staff) Equal to True
        • Then - Actions
          • -------- The extra conditions is for checking that the hero has all required items --------
          • Item - Remove (Item carried by (Triggering unit) of type Glue)
          • Item - Remove (Item carried by (Triggering unit) of type Shiny Gem)
          • Item - Remove (Item carried by (Triggering unit) of type Useless Staff)
          • -------- remove the required items and make awsome effects --------
          • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • -------- (i offen use Special effects attached to unit cause it won't make boring leaks and the effect will follow the unit) --------
          • -------- now only give the item to the unit that has the required items for this "Staff of Awsomeness" --------
          • Hero - Create Staff of Awsomeness and give it to (Triggering unit)
        • Else - Actions
--------------------------------------------------------------------------------------
  • Without Recipe With Double
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Claws
          • (Item-type of (Item being manipulated)) Equal to Useless Staff
    • Actions
      • -------- If you have made "Events" and "Conditions" right --------
      • -------- You can go on with the long boring (but not useless) "Actions" --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • ((Triggering unit) has an item of type Claws) Equal to True
              • ((Triggering unit) has an item of type Useless Staff) Equal to True
        • Then - Actions
          • Set Item_Count = 0
          • -------- we need to check if the unit has two of an special item (as required) --------
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • If ((Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Useless Staff) then do (Set Item_Count = (Item_Count + 1)) else do (Do nothing)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Item_Count Greater than or equal to 2
            • Then - Actions
              • -------- If you done right untill now the Item_Count should have spotted that the unit has 2 of the same (required) items --------
              • Item - Remove (Item carried by (Triggering unit) of type Useless Staff)
              • Item - Remove (Item carried by (Triggering unit) of type Useless Staff)
              • Item - Remove (Item carried by (Triggering unit) of type Claws)
              • -------- this is not a double type. We just have to remove two of the same items. --------
              • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • -------- (i offen use Special effects attached to unit cause it won't make boring leaks and the effect will follow the unit) --------
              • -------- now only give the item to the unit that has the required items for this "Blade of Awsomeness" --------
              • Hero - Create Blade of Awsomeness and give it to (Triggering unit)
            • Else - Actions
        • Else - Actions
--------------------------------------------------------------------------------------
  • With Recipe Without Double
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Glue
          • (Item-type of (Item being manipulated)) Equal to Shiny Gem
          • (Item-type of (Item being manipulated)) Equal to Cloak
          • (Item-type of (Item being manipulated)) Equal to Recipe of Burning Cloak
    • Actions
      • -------- If you have made "Events" and "Conditions" right --------
      • -------- You can go on with the long boring (but not useless) "Actions" --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • ((Triggering unit) has an item of type Glue) Equal to True
              • ((Triggering unit) has an item of type Shiny Gem) Equal to True
              • ((Triggering unit) has an item of type Cloak) Equal to True
              • ((Triggering unit) has an item of type Recipe of Burning Cloak) Equal to True
        • Then - Actions
          • -------- The extra conditions is for checking that the hero has all required items --------
          • Item - Remove (Item carried by (Triggering unit) of type Glue)
          • Item - Remove (Item carried by (Triggering unit) of type Shiny Gem)
          • Item - Remove (Item carried by (Triggering unit) of type Cloak)
          • Item - Remove (Item carried by (Triggering unit) of type Recipe of Burning Cloak)
          • -------- remove the required items and make awsome effects --------
          • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • -------- (i offen use Special effects attached to unit cause it won't make boring leaks and the effect will follow the unit) --------
          • -------- now only give the item to the unit that has the required items for this "Burning Cloak" --------
          • Hero - Create Burning Cloak and give it to (Triggering unit)
        • Else - Actions
      • -------- so as you might notes a recipe is just another item that simply does nothing but sets an extra requirement --------
--------------------------------------------------------------------------------------
  • With Recipe With Double
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Yellow Shiled
          • (Item-type of (Item being manipulated)) Equal to Shiny Gem
          • (Item-type of (Item being manipulated)) Equal to Recipe of Lightning Shield
    • Actions
      • -------- If you have made "Events" and "Conditions" right --------
      • -------- You can go on with the long boring (but not useless) "Actions".. again. --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • ((Triggering unit) has an item of type Recipe of Lightning Shield) Equal to True
              • ((Triggering unit) has an item of type Yellow Shiled) Equal to True
              • ((Triggering unit) has an item of type Shiny Gem) Equal to True
        • Then - Actions
          • Set Item_Count = 0
          • -------- we need to check if the unit has two of an special item (as required) --------
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • If ((Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Shiny Gem) then do (Set Item_Count = (Item_Count + 1)) else do (Do nothing)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Item_Count Greater than or equal to 2
            • Then - Actions
              • -------- If you done right untill now the Item_Count should have spotted that the unit has 2 of the same (required) items --------
              • Item - Remove (Item carried by (Triggering unit) of type Yellow Shiled)
              • Item - Remove (Item carried by (Triggering unit) of type Shiny Gem)
              • Item - Remove (Item carried by (Triggering unit) of type Shiny Gem)
              • Item - Remove (Item carried by (Triggering unit) of type Recipe of Lightning Shield)
              • -------- this is not a double type. We just have to remove two of the same items. --------
              • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
              • Special Effect - Destroy (Last created special effect)
              • -------- (i offen use Special effects attached to unit cause it won't make boring leaks and the effect will follow the unit) --------
              • -------- now only give the item to the unit that has the required items for this "Blade of Awsomeness" --------
              • Hero - Create Lightning Shiled and give it to (Triggering unit)
            • Else - Actions
        • Else - Actions
-------- so as you might notes a recipe is just another item that simply does nothing but sets an extra requirement --------


Sry for bad trigger posting but its the best shot i have cause i can't find out how to post them xD

Keywords:
items, recipes, system, combinations, double, twist.
Contents

Item Recipe and Combination System (Map)

Reviews
12th Dec 2015 IcemanBo: Too long time as NeedsFix. Rejected. 12:53, 16th Jan 2011 TriggerHappy: There's already much better recipe systems, yours is much more messy when creating new recipe combinations. You should be using arrays and looping...

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long time as NeedsFix. Rejected.

12:53, 16th Jan 2011
TriggerHappy:

There's already much better recipe systems, yours is much more messy when creating new recipe combinations. You should be using arrays and looping through them (or using hashtables).
 
Level 5
Joined
Sep 29, 2008
Messages
171
I don't see why recipe systems are needed.. are people so lazy they can't copy/paste their OWN leakless recipes? my first trigger was a group of leakless MUI recipes and it wasn't even useful enough to post. I don't see why there are so many of these "recipe systems" popping up lately.
 
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