[B][SIZE="7"][COLOR="Red"][CENTER]Items[/CENTER][/COLOR][/SIZE][/B] [B] [SIZE="5"][COLOR="SeaGreen"]What are Items?[/COLOR][/SIZE][/B] Items are basically objects according to wikipedia. Actually, it means this: [I]Item, entry in a list, or one object in a collection of objects.[/I] It's like that. Items are things that are dropped from creeps, which help you to survive longer or fight better. [B][SIZE="5"][COLOR="SeaGreen"]The Item Editor[/COLOR][/SIZE][/B] The Item Editor is a part of the Object Editor which allows you to create new items or edit existing items. This will explain the context of the Item Editor Itself. [COLOR="Blue"]Abilities - Abilities[/COLOR] This is first and foremost what the item actually does. What it gives you and what's in it that can make you stronger. Remember that items can only have 4 abilities and 1 maximum active ability. [COLOR="Blue"]Art - Button Position (X)[/COLOR] [COLOR="Blue"]Art - Button Position (Y)[/COLOR] This is where the item will be located when you buy it. Not in the inventory but in the shop. This graph will show you the button positions in X,Y form. [IMG]http://i285.photobucket.com/albums/ll50/XeNiM_666/ButtonPos.jpg[/IMG] [COLOR="Blue"]Art - Interface Icon[/COLOR] This is the icon of your item. The picture of your item. This is like the signature of the item. 2 items of the same icon usually means 2 icons of the same type or 2 different items with different icons which can cause confusion. [COLOR="Blue"]Art - Model Used[/COLOR] This is the model of your icon. No, not the model where you pick it up and it shows the item being held by the unit. [COLOR="Blue"]Art - Scaling Value[/COLOR] How big your model is. [COLOR="Blue"]Art - Selection Size - Editor[/COLOR] This size of the selection circle BUT only in the World Editor. [COLOR="Blue"]Art - Tinting Color[/COLOR] As usual the color of the model. Some models cannot be colored. [COLOR="Blue"]Combat - Armor Type[/COLOR] This is basically the sound of the item when someone attacks it. [COLOR="Blue"]Stats - Actively Used[/COLOR] This is checked when one of the abilities includes one active spell like Blink, Command, etc.. Uncheck this when your using Spellbooks in your item. [COLOR="Blue"]Stats - Can be dropped[/COLOR] This is usually True but when you want an item to not be dropped use this. This is used in DotA's Divine Rapier and Aegis of the Immortal (I think). [COLOR="Blue"]Stats - Can Be Sold By Merchants[/COLOR] Usually True. This is used for Quest items so whatever you do it cannot be sold. [COLOR="Blue"]Stats - Can Be Sold To Merchants[/COLOR] This is like [I]"Can be Sold"[/I]. True usually unless you like it to be Unique and cannot be sold even for 1,000,000 Gold like DotA's Divine Rapier. [COLOR="Blue"]Stats - Classification[/COLOR] It's like the groupings of the items. If you want to group them like Rare items go to Campaign Class, Normal Items go to Misc Class, etc... [COLOR="Blue"]Stats - Cooldown Group[/COLOR] Not sure. But i think this is the stacking group of the items like the order strings in Abilities. [COLOR="Blue"]Stats - Drop When Carrier Dies[/COLOR] It's in the title. If you die, the item will be dropped to the ground, free for anyone to pick it up. [COLOR="Blue"]Stats - Gold Cost[/COLOR] How much the item would cost in Gold. [COLOR="Blue"]Stats - Hit Points[/COLOR] How much life does it have. If you want it to be [I]"Cannot be destroyed"[/I], the you might as well set his to 500,000. [COLOR="Blue"]Stats - Ignore Cooldown[/COLOR] Even though the ability has a cooldown, it will be set to 0 when this is True. Almost 100% of the time, it's False. [COLOR="Blue"]Stats - Include as Random Choice[/COLOR] If True, then this item will be included if you put a [I]"Random Item"[/I] item on the map. [COLOR="Blue"]Stats - Level (Unclassified)[/COLOR] [COLOR="Blue"]Stats - Level[/COLOR] [COLOR="Red"]THIS IS NOT THE REQUIED LEVEL OF YOUR ITEM!!![/COLOR] It is just merely a grading system for the item. e.g. Level 1 items for Normal, Level 2 items for Magical, etc... The only difference between the 2 is Unclassified can go up to 10 and Classified can only go up to 8. I think this cannot be changed in the Gameplay Constants. [COLOR="Blue"]Stats - Lumber Cost[/COLOR] How much the item would cost in Lumber. [COLOR="Blue"]Stats - Number of Charges[/COLOR] This is used to set how many times an active item can be used. Example: If set to 2, then the item can only cast Blink [I](for example)[/I] for 2 times. Set this to 0 for Unlimited Charges. [COLOR="Blue"]Stats - Perishable[/COLOR] Again, not 100% sure. I think this applies to [I]"Cannot be destroyed"[/I] and [I]"Can Be Sold To Merchants"[/I]. Set this to True for Indestructible Items. [COLOR="Blue"]Stats - Priority[/COLOR] :confused::confused::confused: [COLOR="Blue"]Stats - Stock Maximum[/COLOR] The maximum stock of an item. It's the number below the item when it's at a shop. [COLOR="Blue"]Stats - Stock Replenish Interval[/COLOR] This is the time in which when you buy an item, this is the time to regain 1 stock. The interval only works it's magic when it is NOT equal to the Stock Maximum of the item. Example: In DotA, every item replenishes 1 stock in 3 seconds when you buy one. [COLOR="Blue"]Stats - Stock Start Delay[/COLOR] This is the time [I](begins in the start of the game)[/I] where all items become available. Example: In DotA, the heroes have a Stock Start Delay of 15 seconds which means that you have to wait 15 seconds to pick a hero. [COLOR="Blue"]Stats - Use Automatically When Acquired[/COLOR] When you pick up an item [I](if set to True)[/I], it uses the item automatically. Usually used in Runes. [COLOR="Blue"]Stats - Valid Target for Transformation[/COLOR] :confused::confused::confused: [COLOR="Blue"]Techtree - Requirements[/COLOR] Add units/buildings/researches to this value if you want an item to have requirements. Example: In normal melee games, all races require the level 3 main base to get an orb. [COLOR="Blue"]Techtree - Requirements - Levels[/COLOR] Needs a value above if you want it to require [I](for example)[/I], Level 3 Moon Glaive. Add the Upgrade Moon Glaive on the value above and add to this value 3. [COLOR="Blue"]Text - Description[/COLOR] This is the text or description when you click an item which is still on the ground. [COLOR="Blue"]Text - Hotkey[/COLOR] The Hotkey of the item in the shop. [COLOR="Blue"]Text - Name[/COLOR] The name of the item. :rolleyes: [COLOR="Blue"]Text - Tooltip - Basic[/COLOR] This is the text on the top that says [I]"Purchase"[/I]. Example: Purchase Boots of Speed [COLOR="Blue"]Text - Tooltip - Extended[/COLOR] The main description of the item in the inventory. This basically tells you what the item does and some Descriptions of it or some Histories perhaps. [B][SIZE="5"][COLOR="SeaGreen"]How do I create a custom Item?[/COLOR][/SIZE][/B] 4 Choices: [QUOTE] - Click File - New Custom Item - Click the Treasure Box Icon on the upper Toolbar - Right-Click on the Item and select New Custom Item - Press Ctrl+Shift+N[/QUOTE] Then edit the abilities, icons, models and descriptions and viola, you have your own custom item. [B][SIZE="5"][COLOR="SeaGreen"]Some neat Tips and Tricks about Items.[/COLOR][/SIZE][/B] [B][SIZE="4"][COLOR="SandyBrown"]Recipes[/COLOR][/SIZE][/B] Some or maybe many people know what recipes are. But for those who do not know them yet, they are 2 or more items that needs each other in order to make 1 stronger item. [B][COLOR="Magenta"]How to make recipies[/COLOR][/B] [B][COLOR="DarkOrchid"]Step 1: Creating the Item[/COLOR][/B] Create 3 or 2 versions of the item, 1 for the shop, 1 for the scroll [I](for me, this is optional)[/I] and 1 for the item itself. [B][COLOR="DarkOrchid"]Step 2: Replacing the Item[/COLOR][/B][I](This can be skipped if you do not want the scroll)[/I] Do this trigger: This trigger basically replaces the one that you buy on the shop and replaces it with the scroll. [SPOILER][CODE]Items Scroll Events Unit - A unit Acquires an item Conditions Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Item-type of (Item being manipulated)) Equal to |CFF91C877Boots of Haste (Shop)|r Then - Actions Item - Remove (Item being manipulated) Hero - Create |CFF91C877Boots of Haste (Scroll Recipe)|r and give it to (Hero manipulating item) Else - Actions[/CODE][/SPOILER] Just do different If/Then/Else's for every item that has a recipe. Shouldn't be too hard. [B][COLOR="DarkOrchid"]Step 3: Combining the Item[/COLOR][/B] This trigger combines the said items into a more stronger version of the item. In this trigger, it combines the Boots of Speed and the Gloves of Haste into a Boots of Haste. [SPOILER][CODE]Item Combine Events Unit - A unit Acquires an item Conditions Or - Any (Conditions) are true Conditions (Item-type of (Item being manipulated)) Equal to |CFFFDC689Boots of Speed|r [COLOR="Green"]// This is the first item[/COLOR] (Item-type of (Item being manipulated)) Equal to |CFFFDC689Gloves of Haste|r [COLOR="Green"]// This is the second item[/COLOR] (Item-type of (Item being manipulated)) Equal to |CFF91C877Boots of Haste Recipe|r [COLOR="Green"]// This is the recipe[/COLOR] ((Hero manipulating item) has an item of type |CFFFDC689Boots of Speed|r) Equal to True ((Hero manipulating item) has an item of type |CFFFDC689Gloves of Haste|r) Equal to True ((Hero manipulating item) has an item of type |CFF91C877Boots of Haste (Scroll Recipe)|r) Equal to True Actions Set Item[1] = |CFFFDC689Boots of Speed|r Set Item[2] = |CFFFDC689Gloves of Haste|r Set Item[3] = |CFF91C877Boots of Haste (Scroll Recipe)|r For each (Integer A) from 1 to 6, do (Actions) Loop - Actions For each (Integer B) from 1 to 3, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Item[(Integer B)] Then - Actions Item - Remove (Item carried by (Hero manipulating item) in slot (Integer A)) Else - Actions Special Effect - Create a special effect attached to the origin of (Hero manipulating item) using Abilities\Spells\Items\AIlm\AIlmTarget.mdl [COLOR="Green"]// This is the effect created. Change this if you want[/COLOR] Special Effect - Destroy (Last created special effect) Hero - Create |CFF91C877Boots of Haste|r and give it to (Hero manipulating item) [COLOR="Green"]// This is the stronger Item[/COLOR][/CODE][/SPOILER] And you're done!!! [B][SIZE="4"][COLOR="SandyBrown"]Random Drops[/COLOR][/SIZE][/B] For those who are wondering what this is, its a system that when you kill an enemy, it will have a chance to drop an item. This is very simple. Just do this trigger: [SPOILER][CODE]Chance Events Unit - A unit Dies Conditions (Owner of (Killing unit)) Not equal to Neutral Hostile (Owner of (Triggering unit)) Equal to Neutral Hostile (Random integer number between 1 and 1000000) Less than or equal to (Hero level of (Killing unit)) [COLOR="Green"]// This is the chance of getting an item. This trigger's chance is equal to 0.001% x Level of Killer.[/COLOR] Actions Set TempPoint = (Position of (Triggering unit)) //[COLOR="Green"]Set it to Point variable[/COLOR] Item - Create |CFF82CA9CSoulstone|r at (Position of (Triggering unit)) [COLOR="Green"]// You can have any item here[/COLOR] Custom script: call RemoveLocation(udg_TempPoint) [COLOR="Green"]// Remove the Point Variable so it wouldn't leak[/COLOR] [/CODE][/SPOILER] A very simple trigger that can be easily implemented. [B][SIZE="4"][COLOR="SandyBrown"]Level Restrictions[/COLOR][/SIZE][/B] Many people has asked on how to do this. So I will teach you. Like the upper tips, its a very simple trigger: [SPOILER][CODE]Required Level Events Unit - A unit Acquires an item Conditions Actions -------- ---- ---- ---- ---- ---- ---- ---- REQUIRED LEVEL 2 ---- ---- ---- ---- ---- ---- ---- -------- [COLOR="Green"]// I recommend you use this if you want all required level trigger in only one trigger[/COLOR] If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Hero manipulating item) is A Hero) Equal to True [COLOR="Green"]// This makes sure that only heroes cannot wield the items and no required level is needed for non-hero units[/COLOR] (Level of (Hero manipulating item)) Less than 2 [COLOR="Green"]// This is the required level of your item[/COLOR] Or - Any (Conditions) are true [COLOR="Green"]// In here you put the item that requires the hero to be level 2 or more to get the item[/COLOR] Conditions (Item-type of (Item being manipulated)) Equal to |CFF91C877Ring of Regeneration|r (Item-type of (Item being manipulated)) Equal to |CFF91C877Periapt of Vitality|r (Item-type of (Item being manipulated)) Equal to |CFF91C877Pendant of Energy|r (Item-type of (Item being manipulated)) Equal to |CFF91C877Mask of Death|r (Item-type of (Item being manipulated)) Equal to |CFFFDC689Staff of Wisdom|r (Item-type of (Item being manipulated)) Equal to |CFFFDC689Gloves of Speed|r (Item-type of (Item being manipulated)) Equal to |CFFFDC689Axe of Power|r Then - Actions Hero - Drop (Item being manipulated) from (Hero manipulating item) Floating Text - Create floating text that reads (Required level of + ((Name of (Item being manipulated)) + is 2)) above (Hero manipulating item) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency Floating Text - Change (Last created floating text): Disable permanence Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds Floating Text - Set the velocity of (Last created floating text) to 90.00 towards 90.00 degrees Else - Actions[/CODE][/SPOILER] Like the others, its a very simple trigger that can be easily implemented. Just put comments in to group the required levels like what I did. [B][SIZE="4"][COLOR="SandyBrown"]Spell Books[/COLOR][/SIZE][/B] A very nice way to make items have more than 4 abilities, [B]BUT[/B] only one active one in 2 easy steps. If you put an active ability in an item that has the spell book, it will not use the ability instead it will display you the spell book. [B][COLOR="Magenta"]How to have Spell Books into your items[/COLOR][/B] [B][COLOR="DarkOrchid"]Step 1: Creating the Spell Book[/COLOR][/B] Create a custom Spell Book ability, located under the category [U]Abilities - Special - Items - Spellbook[/U]. After that, put in the wanted abilities into the spell book and set the [U]Data - Maximum Spells[/U] to how many abilities you have inside the Spellbook. After creating, put the spell book in the item and set the Stats - Actively Used to False [B][COLOR="DarkOrchid"]Step 2: Disabling the Spell Book[/COLOR][/B] I know what you're saying, [I]"Disable the spellbook wtf?!"[/I] Yeah, its needed so you whatever you will do, cannot use the spellbook. It's simple really, once you put the spell book in the item do this in a trigger: [SPOILER][CODE]Disable Spellbooks Events Map initialization Conditions Actions Set PlayerGroup = (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User))) Player Group - Pick every player in PlayerGroup and do (Actions) Loop - Actions Player - Disable Spell Book for (Picked player) [COLOR="Green"]-------- Disable other spell books here --------[/COLOR] Custom script: call DestroyForce(udg_PlayerGroup) [COLOR="Green"]// Clean leaks[/COLOR] [/CODE][/SPOILER] Just add the spellbook abilities in the Player Group function. TADA!!! Your done!!! Well that's all about items that I know! PLEASE post comments and feedbacks. It is greatly appreciated!!! ~XeNiM666