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Perfect Item Crafting Trigger

04-15-2005, 07:27 PM#46
Guest
Quote:
Originally Posted by Anitarf
Yes, thank you, we know that. Look at Sorrento's system, it's precisely like that, and, it cannot handle item combinations that require more items of the same type! Yes, I am starting to repeat myself a lot here.

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.

Alright, thanks. I noticed that, upon MOVING my items to different slots in my inventory, the items did not merge. However, dropping them and picking them up did work, so I thought maybe the recipes only worked for the first 2 (and so on) slots.

However, now I have another question: You use the variable "Integer C"... how do I create this? (heh, yes, I am new to the editor, and am currently learning about what certain triggers do, to put them to use)

I read a post earlier, and I have made a variable simply called "C". What do I need to do next?
04-15-2005, 08:08 PM#47
Anitarf
Quote:
Originally Posted by Sceptis
Alright, thanks. I noticed that, upon MOVING my items to different slots in my inventory, the items did not merge. However, dropping them and picking them up did work, so I thought maybe the recipes only worked for the first 2 (and so on) slots.

However, now I have another question: You use the variable "Integer C"... how do I create this? (heh, yes, I am new to the editor, and am currently learning about what certain triggers do, to put them to use)

I read a post earlier, and I have made a variable simply called "C". What do I need to do next?
It doesn't really matter what you call your variable, I called it "Integer C" to make it look similar to the other loop integers, but it doesn't really matter. As you can see in the trigger editor, you have multiple "For each integer, do multiple actions" looping actions. That's because if you want to stack loops, then the loops within other loops must use a different loop variable, so they don't interfere with the outside loop's counting.

For everyday use, the guys at Blizzard made two prefabricated functions that use Integer A and Integer B, two variables already "built into" the trigger editor. However, they anticipated that some triggerers may wish to stack more loops together someday, so they added a third function that allows you to use any integer variable you make yourself. So, after you made the variable C, use the function "For each integer variable, do multiple actions".
05-03-2005, 01:48 AM#48
Ceo
Quote:
Originally Posted by tekkvicious
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..

You forget that every time he uses the spell to craft it must go through each and every trigger, so yes, mine is equally if not more efficient.


However, Volatile, I am very sorry for starting this huge hijack of your thread.
05-12-2005, 03:24 AM#49
Guest
oops sry
05-12-2005, 09:38 PM#50
Vexorian
[modest]Mine is better efficiency wise[/modest]