Item Cost

mr_fj

New Member
Reaction score
10
So, is there any way to check the price of an item? Example:
Event
Player 1 buys an item
Condition
Price of item is Greater Than or equal to 100
Action
Whatever :)

So? Is that possible? If yes, where/how do i find the condition?
 
S

SoCal_420

Guest
idk if you can do that but i think you could do it like this
Create a Variable "itemprice" of type integer
The First Trigger :
Code:
Trig 1
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                Set itemprice[(Player number of (Picked player))] = ((Picked player) Current gold)

The Second One

Code:
Buy From Shop
    Events
        Unit - A unit Sells an item (from shop)
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                itemprice[(Player number of (Owner of (Buying unit)))] Greater than or equal to 200
            Then - Actions
                -------- You Action Here.. --------
            Else - Actions
 

MoonSlinger

I Love using Cheap Tricks... only Results matters
Reaction score
74
There is no direct way to check the price of an item via trigger.

If you want, you can always set a reference. Assuming Items only cost gold
In object editor:
set the "life" of an item = gold-cost of the item

That way, you can make reference.
However, "Life" is Real, while Gold Cost is "Integer" so you will need some conversion.

Note: there might be side-effects, e.g. A 100,000 worth amulet may becomes almost indestructible. :D
 

mr_fj

New Member
Reaction score
10
Thanks alot, both of you, i hope it works :)

More help is welcome from others :)
 

ShadowTek

New Member
Reaction score
23
You could use a modified version of Socal's trigger, but I think the easiest way to do it would be to just make a list of all the items that cost that much, and then use "or" conditions to take the desired action if one of those items are purchased.

How big a list you will have to make will of course depend on how many items are available for purchase on your map.
 

Steel

Software Engineer
Reaction score
109
You could use this:

By PitzerMike
JASS:
function GetNextItemEnum takes nothing returns nothing
if DistanceBetweenPoints(GetItemLoc(GetEnumItem()),GetRectCenter(bj_isUnitGroupInRectRect)) < bj_randomSubGroupChance then
  set bj_itemRandomCurrentPick = GetEnumItem()
  set bj_randomSubGroupChance = DistanceBetweenPoints(GetItemLoc(GetEnumItem()),GetRectCenter(bj_isUnitGroupInRectRect))
endif
endfunction

function FindNextItem takes location L returns item
local real TempR = bj_randomSubGroupChance
local item TempI = bj_itemRandomCurrentPick
local item TempItm
local rect R = bj_isUnitGroupInRectRect
set bj_randomSubGroupChance = 1000000
set bj_isUnitGroupInRectRect = RectFromLoc(Location(0,0),Location(2,2))
call MoveRectToLoc(bj_isUnitGroupInRectRect,L)
call EnumItemsInRect(GetEntireMapRect(),null,function GetNextItemEnum)
set bj_randomSubGroupChance = TempR
call RemoveRect(bj_isUnitGroupInRectRect)
set bj_isUnitGroupInRectRect = R
set R = null
set TempItm = bj_itemRandomCurrentPick
set bj_itemRandomCurrentPick = TempI
set TempI = null
return TempItm
endfunction

function GetItemGoldCostById takes integer Uid returns integer
local integer Val = GetPlayerState(Player(15),PLAYER_STATE_RESOURCE_GOLD)
local integer ValB = GetPlayerState(Player(15),PLAYER_STATE_RESOURCE_LUMBER)
local integer Diff
local unit U = CreateUnitAtLoc(Player(15),'nshe',GetRectCenter(GetPlayableMapRect()),bj_UNIT_FACING)
call AdjustPlayerStateBJ(50000,Player(15),PLAYER_STATE_RESOURCE_GOLD)
call AdjustPlayerStateBJ(50000,Player(15),PLAYER_STATE_RESOURCE_LUMBER)
call UnitAddAbilityBJ('Asid',U)
set Diff = GetPlayerState(Player(15),PLAYER_STATE_RESOURCE_GOLD)
call AddItemToStockBJ(Uid,U,1,1)
call IssueTrainOrderByIdBJ(U,Uid)
set Diff = Diff - GetPlayerState(Player(15),PLAYER_STATE_RESOURCE_GOLD)
call SetPlayerState(Player(15),PLAYER_STATE_RESOURCE_GOLD,Val)
call SetPlayerState(Player(15),PLAYER_STATE_RESOURCE_LUMBER,ValB)
call RemoveItem(FindNextItem(GetUnitLoc(U)))
call RemoveUnit(U)
return Diff
endfunction


To use this just do a custom call "set udg_Gold_Value = GetItemGoldCostById('I001')"
 

mr_fj

New Member
Reaction score
10
I don't understand anything :p

Is it jass? I don't use jass (And i don't want to) :p

or is it a custom script? I don't understand custom scripts :p
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,494
It's JASS.
And, it creates a shop, has some player buy the item, and checks the difference in gold before and after buying.
It cleans up everything and returns the cost.
 
Reaction score
333
I don't understand anything :p

Is it jass? I don't use jass (And i don't want to) :p

or is it a custom script? I don't understand custom scripts :p

Custom Script is Jass.

Anyway, all you have to do is paste Steel's code into your map header. Have a variable called "Gold_Value", and then, like Steel said, just use a line of custom script to set the gold cost. You will then be able to use the Gold_Value variable as the gold cost of the item.

For the price of a specific item:

JASS:
set udg_Gold_Value = GetItemGoldCostById('<put the 4 character item ID here>')


For the price of a Sold/Bought/Pawned item:

JASS:
set udg_Gold_Value = GetItemGoldCostById(GetItemTypeId(GetSoldItem()))


For the price of an item being Lost/Acquired/Used:

JASS:
set udg_Gold_Value = GetItemGoldCostById(GetItemTypeId(GetManipulatedItem()))
 
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