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Item Fusion Shop help needed

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hi guys, im new here and i build a few nice melee maps over the years (noob maps just in editor ;) ).
but now for the first time im working with the trigger etc.

i am making a Enfo's and also planning to make a Tauren defence game.
the problem is the item fusion. i figured out how to item fuse. (also find some tutorials here).
but i cant figure out how i get a item view in the shop that you see the requirments..like this:



or when it is in your inventory as a recipe like


i only get to the part where the autocombine. and the final result is purchaseble without any requirments :(

please help me :)
it would be very much appreciated
 
That's from DotA.

DotA uses a really complex Item mechanism, with many fake items. The Shops and the droped ones are fakes.
In the shop you buy a powerup based fake Item, which transform into the real one as soon as bought, this way you can use 7 Slots and have a specific Tooltip/Icon in the shop. But multiply the Items in Object Editor.

If you Drop an item it transforms into an powerup based fake-Item.
If a hero gains an powerup-fake-item, it checks for charging Consumables and fusions if non it checks for free slot then the hero gains the real item or it drops again as fake item powerup if inventory is full.
All this fake items make the fusions alot more complex, but allow 7 item usage.

Edit: From what I heard; DotA even made OnCooldown fakes to disable item multiple usage of an active item by handing it over to other units.
And there are the not owned fake-Items.


This shows the concept there might be better solutions, but keep it simple here.
  • Gain Item
    • Ereignisse
      • Unit - A unit Gains an item
    • Bedingungen
      • FoundAction Equal False
    • Aktionen
      • -------- Fusions --------
      • Trigger - Run Sobi Ring Fusion <gen> (checking conditions)
      • -------- Do Transformations Only, if no fusions was done --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FoundAction Equal False
        • Then - Actions
          • Trigger - Run Sobi Ring Plan to real <gen> (checking conditions)
        • Else - Actions
      • Set FoundAction = False
  • Lose Item
    • Ereignisse
      • Unit - A unit loses an item
    • Bedingungen
      • FoundAction Equal False
    • Aktionen
      • Trigger - Run Sobi Ring Plan to fake <gen> (checking conditions)
      • Set FoundAction = False
  • Sobi Ring Plan to real
    • Ereignisse
    • Bedingungen
      • FoundAction Equal False
      • (Item-type of (Item being manipulated)) Equal Sobi-Ring Shop
    • Aktionen
      • -------- We only want One Action to trigger. --------
      • Set FoundAction = True
      • -------- Give Real one --------
      • Item - Remove (Item being manipulated)
      • Hero - Create Plan - Sobi-Ring and give it to (Triggering unit)
  • Sobi Ring Plan to fake
    • Ereignisse
    • Bedingungen
      • FoundAction Equal False
      • (Item-type of (Item being manipulated)) Equal Plan - Sobi-Ring
    • Aktionen
      • -------- We only want One Action to trigger. --------
      • Set FoundAction = True
      • -------- Replace Item --------
      • Set Punkt = (Position of (Triggering unit))
      • Item - Create Sobi-Ring Shop at Punkt
      • Custom script: call RemoveLocation(udg_Punkt)
      • Item - Remove (Item being manipulated)
  • Sobi Ring Fusion
    • Ereignisse
    • Bedingungen
      • FoundAction Equal False
      • ((Triggering unit) has an item of type Sobi-Maske) Equal True
      • Or - Any (Conditions) are true
        • Bedingungen
          • ((Triggering unit) has an item of type Plan - Sobi-Ring) Equal True
          • (Item-type of (Item being manipulated)) Equal Sobi-Ring Shop
    • Aktionen
      • Set FoundAction = True
      • -------- Remove Mats --------
      • Item - Remove (Item being manipulated)
      • Item - Remove (Item carried by (Triggering unit) of type Plan - Sobi-Ring)
      • Item - Remove (Item carried by (Triggering unit) of type Sobi-Maske)
      • -------- Give Fusion --------
      • Spezialeffekt - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
      • Spezialeffekt - Destroy (Last created special effect)
      • Hero - Create Sobi-Ring and give it to (Triggering unit)
 

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