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[JASS] Quick Question

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Level 2
Joined
Mar 13, 2008
Messages
8
How would I be able to modify Diablo-dk's recipe system so that I could make it that items would only combine if a "Make" ability was activated?

Guys please help this is the main thing I have left to do in my map.
 
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Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,202
Ok, firstly atleast link us the system so we know what you are talking about.

Secondly, if it is an auto combine system like DotA uses, you may wish to consider searching for one like you are after as that kind of system needs a middle range overhaul to do what you want.
 
Level 2
Joined
Mar 13, 2008
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Basically this function needs to be changed from being triggered by picking up an item to using a custom ability.

function InitRecipe takes nothing returns nothing
set udg_RT=CreateTrigger()
set udg_RC=true
call TriggerRegisterAnyUnitEventBJ( udg_RT, EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerAddAction(udg_RT,function Recipe_Main)
endfunction
//call this at map init.
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
Change EVENT_PLAYER_UNIT_PICKUP_ITEM to EVENT_PLAYER_UNIT_SPELL_EFFECT.

You also need to add a condition (what spell was used). It goes like this:
JASS:
function FunctionName takes nothing returns boolean
      return GetSpellAbilityId() == 'A000' 
      // change the A000 to your ability's rawcode
endfunction
 
Level 2
Joined
Mar 13, 2008
Messages
8
so then this call would become what?
call TriggerRegisterAnyUnitEventBJ( udg_RT, EVENT_PLAYER_UNIT_PICKUP_ITEM )
 
Level 2
Joined
Mar 13, 2008
Messages
8
ok i changed that line and added the condition to my code but it still doesn't work. do i need to change any other lines of code?
thank you for your help btw
 
Level 2
Joined
Mar 13, 2008
Messages
8
Here is my code for the entire recipe. Please show me all the code i need to change to make it activated by an ability. Thank you very much for your help so far.

Code:
//=======================================================================================================
// Recipe System
// By Fredbrik(Diablo-dk)
//
//=======================================================================================================
//globals
//integer               RN=0 // Recipe number.
//trigger               RT=CreateTrigger() // Main recipe trigger.
//boolean               RC=true
//integer array         itemid1
//integer array         itemid2
//integer array         itemid3
//integer array         itemid4
//integer array         itemid5
//integer array         itemid6
//integer array         ic //item count
//integer array         output
//endglobals
//=======================================================================================================
// User changeable constants
//=======================================================================================================
constant function Recipe_Effect takes nothing returns string
    return "Abilities\\Spells\\Items\\AIem\\AIemTarget.mdl" //An effect that comes whenever a recipe is made.
endfunction

constant function Recipe_AP takes nothing returns string
    return "origin" //Attachment point for Recipe_Effect()
endfunction

//=======================================================================================================
// This function will return the first item of entered Id in the unit's inventory.
function GetItem takes unit u, integer Id returns item
    local integer i=0
    local item it
    loop
        exitwhen i==6
        if GetItemTypeId(UnitItemInSlot(u,i)) == Id then
            return UnitItemInSlot(u,i)
        set i=5
        endif
        set i=i+1
    endloop
    return null
endfunction
//==============================
function HasItems takes unit u, integer i returns boolean
    local integer index=0
    local integer id=-1
    local integer b1=0
    local integer b2=0
    local integer b3=0
    local integer b4=0
    local integer b5=0
    local integer b6=0
    loop
        exitwhen index==6
        set id=GetItemTypeId(UnitItemInSlot(u,index))
        if id == 0 then
            set id=-1
        endif
        if id == udg_itemid1[i] and b1 == 0 then
            set b1=1
            set id=-1
        endif
        if id == udg_itemid2[i] and b2 == 0 then
            set b2=1
            set id=-1
        endif
        if id == udg_itemid3[i] and b3 == 0 then
            set b3=1
            set id=-1
        endif
        if id == udg_itemid4[i] and b4 == 0 then
            set b4=1
            set id=-1
        endif
        if id == udg_itemid5[i] and b5 == 0 then
            set b5=1
            set id=-1
        endif
        if id == udg_itemid6[i] and b6 == 0 then
            set b6=1
            set id=-1
        endif
        if b1+b2+b3+b4+b5+b6 == udg_ic[i] then
            return true
        endif
        set index=index+1
    endloop
    return false
endfunction
//=======================================================================================================
// User Functions:
// Recipe Creating:
//
//=======================================================================================================
function CreateRecipe takes integer i1,integer i2,integer i3,integer i4,integer i5,integer i6,integer output returns nothing
    set udg_RN=udg_RN+1
    set udg_itemid1[udg_RN]=i1
    set udg_itemid2[udg_RN]=i2
    set udg_ic[udg_RN]=2
    if i3 != 0 then
        set udg_itemid3[udg_RN]=i3
        set udg_ic[udg_RN]=udg_ic[udg_RN]+1
    endif
    if i4 != 0 then
        set udg_itemid4[udg_RN]=i4
        set udg_ic[udg_RN]=udg_ic[udg_RN]+1
    endif
    if i5 != 0 then
        set udg_itemid5[udg_RN]=i5
        set udg_ic[udg_RN]=udg_ic[udg_RN]+1
    endif
    if i6 != 0 then
        set udg_itemid6[udg_RN]=i6
        set udg_ic[udg_RN]=udg_ic[udg_RN]+1
    endif
    set udg_output[udg_RN]=output
endfunction
function CreateRecipe2 takes integer i1,integer i2,integer i3 returns nothing
    set udg_RN=udg_RN+1
    set udg_itemid1[udg_RN]=i1
    set udg_itemid2[udg_RN]=i2
    set udg_output[udg_RN]=i3
    set udg_ic[udg_RN]=2
endfunction

// Creates a recipe that requires 2 items to combine into a new item. i3 is the combined item.
// Example: call CreateRecipe2('I000','I001','I002')
function CreateRecipe3 takes integer i1,integer i2,integer i3,integer i4 returns nothing
    set udg_RN=udg_RN+1
    set udg_itemid1[udg_RN]=i1
    set udg_itemid2[udg_RN]=i2
    set udg_itemid3[udg_RN]=i3
    set udg_output[udg_RN]=i4
    set udg_ic[udg_RN]=3
endfunction

// The same as CreateRecipe2 except this requires 3 items to combine. i4 is the combined item.
function CreateRecipe4 takes integer i1,integer i2,integer i3,integer i4,integer i5 returns nothing
    set udg_RN=udg_RN+1
    set udg_itemid1[udg_RN]=i1
    set udg_itemid2[udg_RN]=i2
    set udg_itemid3[udg_RN]=i3
    set udg_itemid4[udg_RN]=i4
    set udg_output[udg_RN]=i5
    set udg_ic[udg_RN]=4
endfunction

// The same as CreateRecipe2 except this requires 4 items to combine. i5 is the combined item.
function CreateRecipe5 takes integer i1,integer i2,integer i3,integer i4,integer i5,integer i6 returns nothing
    set udg_RN=udg_RN+1
    set udg_itemid1[udg_RN]=i1
    set udg_itemid2[udg_RN]=i2
    set udg_itemid3[udg_RN]=i3
    set udg_itemid4[udg_RN]=i4
    set udg_itemid5[udg_RN]=i5
    set udg_output[udg_RN]=i6
    set udg_ic[udg_RN]=5
endfunction

// The same as CreateRecipe2 except this requires 5 items to combine. i6 is the combined item.
function CreateRecipe6 takes integer i1,integer i2,integer i3,integer i4,integer i5,integer i6,integer i7 returns nothing
    set udg_RN=udg_RN+1
    set udg_itemid1[udg_RN]=i1
    set udg_itemid2[udg_RN]=i2
    set udg_itemid3[udg_RN]=i3
    set udg_itemid4[udg_RN]=i4
    set udg_itemid5[udg_RN]=i5
    set udg_itemid6[udg_RN]=i6
    set udg_output[udg_RN]=i7
    set udg_ic[udg_RN]=6
endfunction

// The same as CreateRecipe2 except this requires 6 items to combine. i7 is the combined item.
//===================================================================================================
// This function disassembles a recipe item to its original components.

function DisItem takes unit u,item it returns boolean
    local integer c=GetItemUserData(it)
    local item array newitem
    local integer i=udg_ic[c]
    if it != null then
        if i <= 6-UnitInventoryCount(u)+1 and i > 0 then
            set udg_RC=false
            if udg_itemid2[c] != null then
                set newitem[1]=CreateItem(udg_itemid1[c],GetUnitX(u),GetUnitY(u))
                set newitem[2]=CreateItem(udg_itemid2[c],GetUnitX(u),GetUnitY(u))
                endif
            if udg_itemid3[c] != null then
                set newitem[3]=CreateItem(udg_itemid3[c],GetUnitX(u),GetUnitY(u))
                call UnitAddItem(u,newitem[3])
            endif
            if udg_itemid4[c] != null then
                set newitem[4]=CreateItem(udg_itemid4[c],GetUnitX(u),GetUnitY(u))
                call UnitAddItem(u,newitem[4])
            endif
            if udg_itemid5[c] != null then
                set newitem[5]=CreateItem(udg_itemid5[c],GetUnitX(u),GetUnitY(u))
                call UnitAddItem(u,newitem[5])
            endif
            if udg_itemid6[c] != null then
                set newitem[6]=CreateItem(udg_itemid6[c],GetUnitX(u),GetUnitY(u))
                call UnitAddItem(u,newitem[6])
            endif
            call RemoveItem(it)
            call UnitAddItem(u,newitem[1])
            call UnitAddItem(u,newitem[2])

        set newitem[1]=null
        set newitem[2]=null
        set newitem[3]=null
        set newitem[4]=null
        set newitem[5]=null
        set newitem[6]=null
        set udg_RC=true
        else
            return false
        endif
    endif
    return true
endfunction
//=======================================================================================================
//
//Main Recipe Function: Do not change unless you know what you are doing
//
//=======================================================================================================
function Recipe_Main takes nothing returns nothing
    local item it
    local integer i=0
    local unit u=GetManipulatingUnit()
    loop
        exitwhen i==udg_RN
        set i=i+1
        if udg_RC == true then
            if udg_ic[i] == 6 then
                if HasItems(u,i) then
                    call RemoveItem(GetItem(u,udg_itemid1[i]))
                    call RemoveItem(GetItem(u,udg_itemid2[i]))
                    call RemoveItem(GetItem(u,udg_itemid3[i]))
                    call RemoveItem(GetItem(u,udg_itemid4[i]))
                    call RemoveItem(GetItem(u,udg_itemid5[i]))
                    call RemoveItem(GetItem(u,udg_itemid6[i]))
                    call DestroyEffect(AddSpecialEffectTarget(Recipe_Effect(),u,Recipe_AP()))
                    set it=CreateItem(udg_output[i],GetUnitX(u),GetUnitY(u))
                    call SetItemUserData(it,i) //Used for disassembling.
                    call UnitAddItem(u,it)
                    set i=udg_RN
                endif
            elseif udg_ic[i] == 5 then
                if HasItems(u,i) then
                    call RemoveItem(GetItem(u,udg_itemid1[i]))
                    call RemoveItem(GetItem(u,udg_itemid2[i]))
                    call RemoveItem(GetItem(u,udg_itemid3[i]))
                    call RemoveItem(GetItem(u,udg_itemid4[i]))
                    call RemoveItem(GetItem(u,udg_itemid5[i]))
                    call DestroyEffect(AddSpecialEffectTarget(Recipe_Effect(),u,Recipe_AP()))
                    set it=CreateItem(udg_output[i],GetUnitX(u),GetUnitY(u))
                    call SetItemUserData(it,i) //Used for disassembling.
                    call UnitAddItem(u,it)
                    set i=udg_RN
                endif
            elseif udg_ic[i] == 4 then
                if HasItems(u,i) then
                    call RemoveItem(GetItem(u,udg_itemid1[i]))
                    call RemoveItem(GetItem(u,udg_itemid2[i]))
                    call RemoveItem(GetItem(u,udg_itemid3[i]))
                    call RemoveItem(GetItem(u,udg_itemid4[i]))
                    call DestroyEffect(AddSpecialEffectTarget(Recipe_Effect(),u,Recipe_AP()))
                    set it=CreateItem(udg_output[i],GetUnitX(u),GetUnitY(u))
                    call SetItemUserData(it,i) //Used for disassembling.
                    call UnitAddItem(u,it)
                    set i=udg_RN
                endif
            elseif udg_ic[i] == 3 then
                if HasItems(u,i) then
                    call RemoveItem(GetItem(u,udg_itemid1[i]))
                    call RemoveItem(GetItem(u,udg_itemid2[i]))
                    call RemoveItem(GetItem(u,udg_itemid3[i]))
                    call DestroyEffect(AddSpecialEffectTarget(Recipe_Effect(),u,Recipe_AP()))
                    set it=CreateItem(udg_output[i],GetUnitX(u),GetUnitY(u))
                    call SetItemUserData(it,i) //Used for disassembling.
                    call UnitAddItem(u,it)
                    set i=udg_RN
                endif
            elseif udg_ic[i] == 2 then
                if HasItems(u,i) then
                    call RemoveItem(GetItem(u,udg_itemid1[i]))
                    call RemoveItem(GetItem(u,udg_itemid2[i]))
                    call DestroyEffect(AddSpecialEffectTarget(Recipe_Effect(),u,Recipe_AP()))
                    set it=CreateItem(udg_output[i],GetUnitX(u),GetUnitY(u))
                    call SetItemUserData(it,i) //Used for disassembling.
                    call UnitAddItem(u,it)
                    set i=udg_RN
                endif
            endif
        endif
    endloop
    set it=null
    set u=null
endfunction
function InitRecipe takes nothing returns nothing
    set udg_RT=CreateTrigger()
    set udg_RC=true
    call TriggerRegisterAnyUnitEventBJ( udg_RT,EVENT_PLAYER_UNIT_PICKUP_ITEM )
    call TriggerAddAction(udg_RT,function Recipe_Main)
endfunction
//call this at map init.


//forced by WE
function InitTrig_Recipe takes nothing returns nothing
endfunction
// End Recipe
 
Level 6
Joined
Jun 30, 2006
Messages
230
Instead of code tags, use [code=jass][/code] for jass codes. It gives you pretty syntax highlighting, which makes it easier to debug.
 
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