| 02-19-2005, 10:37 PM | #31 |
um ceo, the extra integer is making the system more work, anitaarf's system is perfectly fine, and in 5 minutes after i wrote that trigger in my W.E, i made 7 item combos, so if you were trying to optimize, u failed. |
| 02-19-2005, 10:57 PM | #32 |
Necromancer! May we burn him? #1 23-08-2004 |
| 02-20-2005, 09:17 AM | #33 |
Guest | Let's make a zombie rape him |
| 02-28-2005, 02:05 PM | #34 |
Well, now that this topic has been revived, I might just as well make a note: This isn't really my sytem, the way many name it. It was made by Volatile (with lots of help from me, but that doesn't count), and it's such a basic trigger anyway that anyone claiming it's "theirs" would be ridicilous. If you wan't to se how my item crafting system really looks like, go get a headache here. |
| 03-03-2005, 03:50 PM | #35 |
Alright, well I used Volatiles and I can't figure out how to add multiple actions for the last part on removing the required items and adding the new crafted item!!! Any help would be cool :) Latez, ~Valdez |
| 03-09-2005, 05:38 PM | #36 |
Item crafting system? That's just a long, annoying script. But not hard at all. I made one that crafts 3 together, more would be just as easy. Basically you use the 3 items, it removes them and gives them to a neutral hero(invinsible) then does a series of checks to make sure the items necessary are there. EXM: OR If Item type of item in hero Slot 1 of (Neutrol hero) is = Wood If Item type of item in hero Slot 2 of (Neutrol hero) is = Wood AND:OR If Item type of item in hero Slot 1 of (Neutrol hero) is = Steel If Item type of item in hero Slot 2 of (Neutrol hero) is = Steel THEN: Create AXE |
| 03-14-2005, 08:54 AM | #37 |
Guest | sorry, can anyone explain what integer_c is? ive tried it just.. as an integer (in variables) and it doesnt want to work :( |
| 03-14-2005, 11:48 AM | #38 |
Thats because the custom for loops already say integer. You will need to make a variable called just c and then make a custom for loop using the variable C. |
| 03-16-2005, 02:00 PM | #39 |
Um, did anyone read my post. It's much easier, and less confusing. Just a series of AND and OR commands. Look at this and tell me it isn't easier than using FOR loops. Or, if not easier, more comprehendable. Code:
EVENT: Unit casts a spell CONDITIONS: AND (anything with one > is part of AND; >> means part of OR) > (Triggering Spell) is equalt to (MIX) >OR >>(Triggering Unit) Item slot (1) contains (Wood) >>(Triggering Unit) Item slot (2) contains (Wood) >>(Triggering Unit) Item slot (3) contains (Wood) >>(Triggering Unit) Item slot (4) contains (Wood) >>(Triggering Unit) Item slot (5) contains (Wood) >>(Triggering Unit) Item slot (6) contains (Wood) >OR >>(Triggering Unit) Item slot (1) contains (Steel) >>(Triggering Unit) Item slot (2) contains (Steel) >>(Triggering Unit) Item slot (3) contains (Steel) >>(Triggering Unit) Item slot (4) contains (Steel) >>(Triggering Unit) Item slot (5) contains (Steel) >>(Triggering Unit) Item slot (6) contains (Steel) ACTION: Create (Axe) for (Triggering Unit) |
| 03-16-2005, 08:21 PM | #40 |
Kalvorod, why must you spam other people's topics with your triggers? This is the repository, make your ow thread if you want to post a new item merging system. (if you do, then please delete the code in your posts in other topics and put a link to your topic there instead) Your trigger is an example of bad code anyway. Instead of those monstrous "or" conditions that check all item slots, you could just use the boolean comparison "unit has item of type", like Sorrento does. While it doesn't perform any faster than what you typed ingame, it takes up a lot less space in the trigger editor. Besides, this way of triggering item-combinations doesn't allow multiple items of same type under the recipie requirements. |
| 03-17-2005, 05:22 AM | #41 |
Wow, cool. I want to learn CEO's trigger but i have quite a fuzzy idea on how to implement it. Is there a Loop-Actions between the 6th and 7th line? the one that says For each (Integer D)? I'm lost. would be good if someone could help me here. |
| 03-17-2005, 11:24 AM | #42 | |
Quote:
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| 04-15-2005, 06:39 PM | #43 |
Guest | I believe this to be a very good trigger for item crafting... However, would there be a way to make it so that the slot the item is in doesn't matter? It is rather annoying to have to put both items in the correct slots for the combination to work. =/ |
| 04-15-2005, 06:56 PM | #44 | |
Quote:
your trigger runs a loop 6*6*6 times for every item combination. which takes alot more time then just doing... if unit has x,y,z, then replace x,y,z with A exit function. else unit has x,a,v, then replace x,a,v with M exit function. else.. and so on.. |
| 04-15-2005, 07:18 PM | #45 | |
Quote:
And Sceptis, it doesn't matter in which slot you have your items, the system will work with them. That's why it has all those loops, to check all item slots for all items from the combination. You can have one item in slot 2 and the other in slot 6 and it will merge them. |
