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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

M-FIS v1.8

Submitted by leonguyen112
This bundle is marked as approved. It works and satisfies the submission rules.
[M]ulti-[F]unction tem ystem v1.8
by LeoNguyen112


Features
  • Combine different types of item. Max is 5 types.
  • Combine many same-type items. Max items is 6 same-type items.
  • Combine charges of charged items.
  • Combine charged items with charged items.
  • Can buy/combine items even hero's inventory is full (but still has the warning test).
  • Have ownership system: unit can't pick up item which doesn't belong to it
  • Have Disassemble ability to disassemble items into their material.
  • Have Gather items ability to pick up all items which belongs to caster.
  • Have Drop items ability to drop all items which is being carried by caster.

Instanllation
  1. Open your map with JNGP, go to File -> Preferences -> and check
    Automatically create unknown variables while pasting trigger data
  2. Copy the category named "System" into your map.
  3. Copy the category named "Ability" into your map (this is optional).
  4. Edit these actions in trigger "Item Registry":
    Actions
    o Item_Fake[Number] = the type of items which are in shops, their item-classes
    are power up and they have no ability.
    o Item_Real[Number] = the type of item which will be given to heroes when they
    buy the Item_Fake above.
    o Item_Max = Number of fake or real items you have.
    o Item_DisassembleEffect = the effect which will be displayed when finish disassemble.
    o Item_DisassembleAbility = the ability that will be used for disassembling
    items. Here is some advices for ability Disassemble:
    "Base skill": channel.
    "Target type": unit.
    "Target allow": item.
    "Cast range": 999999.​
    o Item_DisassemblePoint[Number] = the point that item will spawn at when finish
    disassemble.
    Item_DisassemblePoint[1] for player 1
    Item_DisassemblePoint[2] for player 2
    ...
    Item_DisassemblePoint[12] for player 12​
    In this map, I have 1 Circle of Power which is the place for disassembled
    items, so all player will have the same point.
    o Item_EnableOS = True/False = Enable/disable ownership system.
    o Item_OwnershipException = the group of units that will not be affected by
    ownership system. Ex: couriers.
  5. Edit these actions in trigger "Item Recipe Registry":
    Actions
    o Item_Effect = the effect will be displayed when successfully combine items.
    o Item_RecipeMax = the number of maximum recipe that you have.
    o Item_Mat1[array] = Item Type
    Item_Mat2[array] = Item Type
    Item_Mat3[array] = Item Type
    Item_Mat4[array] = Item Type
    Item_Mat5[array] = Item Type
    The material for your recipes. If the recipe don't need 5 materials, you needn't
    to set all of them.
    o Item_Result[array] = item that hero/unit will have when successfully combine
    o Item_Mat1Amount[array] = Number
    Item_Mat2Amount[array] = Number
    Item_Mat3Amount[array] = Number
    Item_Mat4Amount[array] = Number
    Item_Mat5Amount[array] = Number
    If the materials have the quantities, you need to set these variables into number
    of material that you need. If a material need 1 item, you needn't to set it. For
    charged items, these variables mean charges of item that you need.
    o Item_CanBeDisassemble[array] = True/False = Allow or not allow the item to be
    disassembled.

    Note:
    • The variables of 1 recipe must be had the same array.
    • The full-slot-pick-up-item system is only activated if the item is within 150 range
      of hero/unit.
    • The item-classes of fake-charged items are charged. Don't change it into power
      up or it won't work.
    • Charged items aren't affected by ownership system.
    • Category named Ability is optional, you can copy it to your map or not
  6. Click Test button.

Please give me credit if you use this system in your map.
Thanks to
- btvinh and Abenthy for requested me.
- Ngoc LeO (from forum GameVN) for informing me the bugs.


Changelog
  • Ver 1.8
    - Refixed the bug didn't remove TempItem in first combination.
    - From now, system will not stop hero/unit's order when it buys item.
    - Made the code tidier.
  • Ver 1.7
    - Fixed a bug didn't remove TempItem in first combination.
    - Fixed a bug in combine charged item.
  • Ver 1.6
    - Added Gather items ability.
    - Added Drop items ability.
  • Ver 1.5
    - Added ownership system.
    - Changed Disassemble's target type from instant to item.
    - Changed system name from "Item Combination System" to "Multi-Function
    Item System".
    - Fix bug that creates charged item with 1140 charges on blacksmith.
  • Ver 1.4
    - Added disassemble items function..
    - From this version, you don't need to set the variables Item_MatMax.
  • Ver 1.3
    - Added combine-item-with-charge function
    - Renamed some variables
  • Ver 1.2
    - Allowed units/heroes to buy items when inventory is full.
    - Fix some bugs in trigger Item Charged Combine
  • Ver 1.1
    - Allowed units/heroes to combine items when inventory is full.
    - Changed a little in trigger Item Combine.
  • Ver 1.0
    First uploaded

Keywords:
item, combine, combination, full slot, LeoNguyen112, ownership, recipe, disassemble, M-FIS
Contents

System - M-FIS (Map)

Reviews
Moderator
09:55, 3ndth Sep 2015 This resource has been re-approved by BPower. Moderator comment: I agree with Bribe about the rating of 3/5, which means useful. I didn't find basic mistakes in the code and the system appears to work as intended by...
  1. 09:55, 3ndth Sep 2015

    This resource has been re-approved by BPower.

    Moderator comment:
    I agree with Bribe about the rating of 3/5, which means useful. I didn't find basic mistakes in the code
    and the system appears to work as intended by leonguyen112.

    From moderator to user:
    If you tackle any problems in-game, feel free to make a post here in the thread.

    Previous review:
    30 Jan 2012
    Bribe: I will approve this on grounds it's one of the better GUI item systems I've seen. 3/5.
     
  2. Final-Burn

    Final-Burn

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    Great! I like it! 4/5! +REP
     
  3. Magtheridon96

    Magtheridon96

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    The fact that you paid attention to making it work for recipes with 2+ of the same item-type requirements is very commendable. Good Job on that.
     
  4. S.Dentatus

    S.Dentatus

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    Oh. Thanks. Good job. Easy to understand.
     
  5. Gregory Tountas

    Gregory Tountas

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    Thank you sir, you are a great triggerer +rep.
     
  6. dhguardianes

    dhguardianes

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    i like it 3/5
     
  7. hoangNGUYET

    hoangNGUYET

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    I like it 5/5. Very Good. ^_^
     
  8. Avex

    Avex

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    Oh.. await the mass D2 maps with the Horadric Cubes.
     
  9. leonguyen112

    leonguyen112

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    Horadric Cubes? Did you mean the full-screen system? I will learn about this.
     
  10. Blestmist

    Blestmist

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    Hey can you post a map with the item combine system in it i get the concept but dont know how to do it
     
  11. leonguyen112

    leonguyen112

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    This system also contains an example in it. Read the "Read me" carefully to know how to use it.
     
  12. BLameStaR

    BLameStaR

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    im having a problem... my game crashes when i try to buy an item which is not part of the first 7 items. i put my 100 items to Item init correctly and set item_max=100.. it works perfect for the first 6-7 items ( like
    in your map) but afterwards... need help! :)
    Edit: i fixed that issue, but the next problem is that,if i buy any item it automatically turns into my first "Item_Result" item...i mean even items which are not supposed to be combined at all. for example i buy bos = turns into battleaxe, i buy goh = turns into battleaxe etc..
     
    Last edited: Feb 8, 2012
  13. leonguyen112

    leonguyen112

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    Can you post your trigger in this topic? I'll check this.
     
  14. BLameStaR

    BLameStaR

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    i cant enable "Item Pick Up 1" at all, because then the game wont even load the map. when i enable "Item Pick Up 2" i get a crash, once i buy any item which is not in the item init first 8. when i disable it, i always get the first Item_Result, whatever i buy... but here you can check that thing yourself:
    http://www.mediafire.com/?exxut1x6m53luir
     
  15. leonguyen112

    leonguyen112

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    - Here is your map. I think the problem is an array of BattleAxe's Item_Result. It is the first item, but the array is 3. I fixed it and it works. There is a trigger named "buy items" in your map and I also disabled it.
    - If it don't work in your WE, you should check the version of your JNGP, mine is 1.5d.
     
  16. BLameStaR

    BLameStaR

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    ok thank you very much!
    now i have only one question remaining, what do i have to add to Item Combine when i want to create an item which needs 6 items? i just have to replace the Item_Material4[Item_LoopA] for example with Item_Material6[Item_LoopA]? i tried that but for some reason i cant select item_loopa behind item material6^^
     
  17. leonguyen112

    leonguyen112

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    Because of the long code, the max number of item-type in 1 recipe is 5. So, you can't have an item which needs 6 items. However, in my opinion, I think 6 items is too many for 1 recipe, 5 maybe better :grin:.
     
  18. Abenthy

    Abenthy

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    Nice man! charge combination is just perfect for my map :D and there are no charge combi system away... I'll test it now!! +Rep!
     
  19. khamarr3524

    khamarr3524

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    Having problems with Pick Item 1. Transferred to my map, and now in conditions it's saying Issued Order Type == Unknown and compiling to Error. Using JNPG. I thought to load your original map up, same. Any Ideas. Trig's posted below.

    • Item Pick Up 1
      • Events
        • Unit - A unit Is issued an order targeting an object
      • Conditions
        • (Issued order) Equal to Unknown
        • (Number of items carried by (Triggering unit)) Equal to 6
      • Actions
        • Set TempItem = (Target item of issued order)
        • Set TempUnit = (Triggering unit)
        • Set Item_Point[1] = (Position of (Triggering unit))
        • Set Item_Point[2] = (Position of (Target item of issued order))
        • Set Item_Check = 0
        • For each (Integer Item_LoopC) from 1 to Item_CustomValue, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Item_OwneredItem[Item_LoopC] Equal to (Target item of issued order)
              • Then - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (Owner of (Triggering unit)) Not equal to Item_Owner[Item_LoopC]
                    • Item_EnableOS Equal to True
                  • Then - Actions
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • ((Triggering unit) is in Item_OwnershipException) Equal to True
                      • Then - Actions
                        • Do nothing
                      • Else - Actions
                        • Game - Display to (All players) the text: Can not pick up ite...
                  • Else - Actions
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Distance between Item_Point[1] and Item_Point[2]) Less than or equal to 150.00
                      • Then - Actions
                        • If ((Item-class of TempItem) Equal to Charged) then do (Trigger - Run Item Charged Combine <gen> (ignoring conditions)) else do (Trigger - Run Item Combine <gen> (ignoring conditions))
                      • Else - Actions
              • Else - Actions
        • Custom script: call RemoveLocation(udg_Item_Point[1])
        • Custom script: call RemoveLocation(udg_Item_Point[2])