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Nov 28, 2008
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This is an answer that can be only done with triggers.

basically, you would have an event where a unit picks up an item. Then you would check the rest of thats units items for anything that can be combined with it. After which, if you find a match, you replace it.

I think there is a system for that in here.. but really, it wouldnt be that hard to make you rown if you were good with triggering. If not, your going to have to learn, sorry. :(
 
I'll write your triggers :thumbs_up:.
Just give me a minuite and I'll have them done. And they'll be easy to implement and all that good stuff. Just wait a second.
Edit: Here, I found an old item stacking system that I wrote a while back. It's like when you play Custom Hero Line Wars, and you get those gauntlets and socks and stuff, and when you get enough of them they turn into better socks.
  • Item Stacking
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • Set TempUnitA = (Hero manipulating item)
      • Set TempItemTypeA = (Item-type of (Item being manipulated))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Claws of Attack (+5) Equal to TempItemTypeA
        • Then - Actions
          • Set TempIntA = 0
          • Set TempIntB = 0
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • Set TempIntA = (TempIntA + 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-type of (Item carried by TempUnitA in slot TempIntA)) Equal to TempItemTypeA
                • Then - Actions
                  • Set TempIntB = (TempIntB + 1)
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempIntB Equal to 3
            • Then - Actions
              • For each (Integer A) from 1 to TempIntB, do (Actions)
                • Loop - Actions
                  • Item - Remove (Item carried by TempUnitA of type TempItemTypeA)
              • Hero - Create Greater Claws of Attack (+15) and give it to TempUnitA
            • Else - Actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Greater Claws of Attack (+15) Equal to TempItemTypeA
        • Then - Actions
          • Set TempIntA = 0
          • Set TempIntB = 0
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • Set TempIntA = (TempIntA + 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-type of (Item carried by TempUnitA in slot TempIntA)) Equal to TempItemTypeA
                • Then - Actions
                  • Set TempIntB = (TempIntB + 1)
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempIntB Equal to 4
            • Then - Actions
              • For each (Integer A) from 1 to TempIntB, do (Actions)
                • Loop - Actions
                  • Item - Remove (Item carried by TempUnitA of type TempItemTypeA)
              • Hero - Create Runic Blade (+60) and give it to TempUnitA
            • Else - Actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Runic Blade (+60) Equal to TempItemTypeA
        • Then - Actions
          • Set TempIntA = 0
          • Set TempIntB = 0
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • Set TempIntA = (TempIntA + 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-type of (Item carried by TempUnitA in slot TempIntA)) Equal to TempItemTypeA
                • Then - Actions
                  • Set TempIntB = (TempIntB + 1)
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempIntB Equal to 6
            • Then - Actions
              • For each (Integer A) from 1 to TempIntB, do (Actions)
                • Loop - Actions
                  • Item - Remove (Item carried by TempUnitA of type TempItemTypeA)
              • Hero - Create SoulReamer and give it to TempUnitA
            • Else - Actions
        • Else - Actions
      • Custom script: set udg_TempUnitA = null
 
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