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River Items 1.10

Every X time a rune will appear in random X region between 1 and 2 ones.
Read "Read Me" before importing.

()-Changelog-()

*Added some doodads ^_^
*Message receiving when a unit takes the rune.

Keywords:
river items summoning rune system
Contents

River Items (Map)

Reviews
19:05, 30th Nov 2008 Hanky: Again you made a simple system. It work how it should be and I see that the triggering is so good as possible with GUI. But maybe you could improve the test map abit. Well, all in all a really good job from you, this...

Moderator

M

Moderator

19:05, 30th Nov 2008
Hanky:
Again you made a simple system. It work how it should be and I see that the triggering is so good as possible with GUI. But maybe you could improve the test map abit. Well, all in all a really good job from you, this system will be useful for all guys who don't know how to create a system like this.
 
Level 7
Joined
Jun 26, 2008
Messages
92
It's simple, very simple but quite usefull...

Mini Rate ^^
3/5
But i dont know if this is only me but i dont see any reason to make this.

  • Unit - A unit Acquires an item
  • (Custom value of (Item being manipulated)) Greater than 0
  • Set RiverItemsTaken[(Custom value of (Item being manipulated))] = False
 
Level 19
Joined
Feb 25, 2009
Messages
2,004

Your Code
  • Setup Items
    • Events
    • Conditions
    • Actions
      • -------- Items that spawn in or near the river --------
      • Set RiverItemsCount = 6
      • Set RiverItems[1] = Manual of Health
      • Set RiverItems[2] = Tome of Agility
      • Set RiverItems[3] = Tome of Agility +2
      • Set RiverItems[4] = Tome of Experience
      • Set RiverItems[5] = Tome of Intelligence
      • Set RiverItems[6] = Tome of Intelligence +2
      • -------- Spawning Places. You can add or remove regions as you wish. --------
      • Set RiverItemsRegionsCount = 2
      • Set RiverItemsRegions[1] = (Center of Region 1 <gen>)
      • Set RiverItemsRegions[2] = (Center of Region 2 <gen>)
      • -------- Unless there already is an item --------
      • For each (Integer A) from 1 to RiverItemsRegionsCount, do (Actions)
        • Loop - Actions
          • Set RiverItemsTaken[(Integer A)] = False
DotA Template Code
  • Setup Items
    • Events
    • Conditions
    • Actions
      • -------- Items dropped by Creeps --------
      • Set CreepItemsCount = 10
      • Set CreepItems[1] = Healing Salve
      • Set CreepItems[2] = Healing Salve
      • Set CreepItems[3] = Rod of Necromancy
      • Set CreepItems[4] = Scroll of Speed
      • Set CreepItems[5] = Vampiric Potion
      • Set CreepItems[6] = Healing Wards
      • Set CreepItems[7] = Potion of Omniscience
      • Set CreepItems[8] = Rune of Restoration
      • Set CreepItems[9] = Khadgar's Gem of Health
      • Set CreepItems[10] = Ankh of Reincarnation
      • -------- Items that spawn in or near the river --------
      • Set RiverItemsCount = 6
      • Set RiverItems[1] = Rune of Greater Damage
      • Set RiverItems[2] = Rune of Illusion
      • Set RiverItems[3] = Rune of Invisibility
      • Set RiverItems[4] = Rune of Invulnerability
      • Set RiverItems[5] = Rune of Replenishment
      • Set RiverItems[6] = Rune of Speed
      • -------- They spawn in these places --------
      • Set RiverItemsRegionsCount = 2
      • Set RiverItemsRegions[1] = (Center of RiverItems01 <gen>)
      • Set RiverItemsRegions[2] = (Center of RiverItems02 <gen>)
      • -------- Unless there already is an item --------
      • For each (Integer A) from 1 to RiverItemsRegionsCount, do (Actions)
        • Loop - Actions
          • Set RiverItemsTaken[(Integer A)] = False
Your Code 2
  • River Items
    • Events
      • Time - Every (Random real number between 10.00 and 20.00) seconds of game time
    • Conditions
    • Actions
      • -------- You can edit event time as you wish ^^^^ --------
      • Set TempInteger = (((Execution count of (This trigger)) mod RiverItemsRegionsCount) + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • RiverItemsTaken[TempInteger] Equal to False
        • Then - Actions
          • Set RiverItemsTaken[TempInteger] = True
          • Item - Create RiverItems[(Random integer number between 1 and RiverItemsCount)] at RiverItemsRegions[TempInteger]
          • Item - Set the custom value of (Last created item) to TempInteger
        • Else - Actions
DotA Template Code 2
  • River Items
    • Events
      • Time - Every (Random real number between 60.00 and 120.00) seconds of game time
    • Conditions
    • Actions
      • Set TempInteger = (((Execution count of (This trigger)) mod RiverItemsRegionsCount) + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • RiverItemsTaken[TempInteger] Equal to False
        • Then - Actions
          • Set RiverItemsTaken[TempInteger] = True
          • Item - Create RiverItems[(Random integer number between 1 and RiverItemsCount)] at RiverItemsRegions[TempInteger]
          • Item - Set the custom value of (Last created item) to TempInteger
        • Else - Actions


I will agree with bbfreaks, you just stolen the trigger(s) from the DotA Template map and copy/paste it into this map.

Vote for rejection.
 
Level 9
Joined
May 9, 2009
Messages
536
Sorry peoples... alot of people use systems like these. The item spawning systems usually use an integer and item type. The item types are arrayed and the codes are usually the same or similar. Its just coincidence. seriously, alot of people use the name river for systems. come on, its just a coincidence. for example, RiverItemsRegionCount is a common name that i've used a couple of times and TempInteger is used by almost everyone(ITS OVER 9000!). RiverItemsTaken is also a variable i've named and custom values are always used.

PS. Your Cookies in Thailand. I think a yellow dragon ate it... or was it that one asian kid?
 
Level 19
Joined
Feb 25, 2009
Messages
2,004
Sorry peoples... alot of people use systems like these. The item spawning systems usually use an integer and item type. The item types are arrayed and the codes are usually the same or similar. Its just coincidence. seriously, alot of people use the name river for systems. come on, its just a coincidence. for example, RiverItemsRegionCount is a common name that i've used a couple of times and TempInteger is used by almost everyone(ITS OVER 9000!). RiverItemsTaken is also a variable i've named and custom values are always used.

PS. Your Cookies in Thailand. I think a yellow dragon ate it... or was it that one asian kid?

Dood, please.. this is not a concidence, the triggers are absolutely the same, only thing is some of the veriables are removed.
 
Level 9
Joined
May 9, 2009
Messages
536
Dood, please.. this is not a concidence, the triggers are absolutely the same, only thing is some of the veriables are removed.

In that case, now I agree. We must arrange a search party to investigate this cause. Coincidence? Too much coincidence now. Let us search for the lost author or if this is really this user's own work! Quickly, grab your British accents to participate in the search! I like the system though. 5/5 if I can confirm its yours officially.
 
Level 2
Joined
Dec 23, 2009
Messages
15
having look at what 'MortAr-' i agree you copy and paste this into a new map and submitted it as your own Vote For Rejection
 
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