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Moderator
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
04:23, 16th Jul 2012
Magtheridon96:
I'll just quote my comments in the posts:
IcemanBo: Too long as NeedsFix. Rejected.
04:23, 16th Jul 2012
Magtheridon96:
I'll just quote my comments in the posts:
- Don't use the waits. You can remove them entirely and have the system unaffected.
- Don't store the effect in a variable, just destroy the last created special effect.
- You shouldn't use that huge if block to check if the unit has all the items, you should use some other method. Currently, this will only work if all 3 items are in the first three slots.
- The progress bar is useless because it shows up only when you complete a recipe.
- You need to make the system in such a way so that the player
doesn't need to create more than one trigger to create his recipes.
Something along the lines of:
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Recipe Init
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Events
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Map Initialization
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Conditions
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Actions
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Set RecipeItem1 = Gloves of Haste
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Set RecipeItem2 = Ring of Health
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Set RecipeItem3 = Ring of Regeneration
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Set RecipeResult = Enchanted Gauntlet
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Trigger - Execute CreateRecipe <gen> (ignoring conditions)
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-------- ---- --------
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Set RecipeItem1 = Ring of Protection
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Set RecipeItem2 = Ring of Health
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Set RecipeResult = Enchanted Hood
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Trigger - Execute CreateRecipe <gen> (ignoring conditions)
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-------- ---- --------
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Set RecipeItem1 = Ring of Health
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Set RecipeItem2 = Claws of Attack
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Set RecipeResult = Power Brace
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Trigger - Execute CreateRecipe <gen> (ignoring conditions)
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