Tutorial Recipe System in GUI(only 2 triggers)

HellCraft

Member
Reaction score
19
A recipe system by me in GUI using only 2 triggers (no need to make a trigger for every recipe)

Code:
Recipe Making
    Events
        Unit - A unit Acquires an item
    Conditions
    Actions
        For each (Integer A) from 1 to Recipe_Max, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Recipe_IngredientAmount[(Integer A)] Equal to 1
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient1[(Integer A)]) is owned) Equal to True
                            Then - Actions
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient1[(Integer A)])
                                Hero - Create Recipe_Result[(Integer A)] and give it to (Hero manipulating item)
                            Else - Actions
                                Do nothing
                    Else - Actions
                        Do nothing
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Recipe_IngredientAmount[(Integer A)] Equal to 2
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient1[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient2[(Integer A)]) is owned) Equal to True
                            Then - Actions
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient1[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient2[(Integer A)])
                                Hero - Create Recipe_Result[(Integer A)] and give it to (Hero manipulating item)
                                Special Effect - Create a special effect attached to the origin of (Hero manipulating item) using Abilities\Spells\Items\AIlm\AIlmTarget.mdl
                            Else - Actions
                                Do nothing
                    Else - Actions
                        Do nothing
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Recipe_IngredientAmount[(Integer A)] Equal to 3
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient1[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient2[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient3[(Integer A)]) is owned) Equal to True
                            Then - Actions
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient1[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient2[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient3[(Integer A)])
                                Hero - Create Recipe_Result[(Integer A)] and give it to (Hero manipulating item)
                                Special Effect - Create a special effect attached to the origin of (Hero manipulating item) using Abilities\Spells\Items\AIlm\AIlmTarget.mdl
                            Else - Actions
                                Do nothing
                    Else - Actions
                        Do nothing
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Recipe_IngredientAmount[(Integer A)] Equal to 4
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient1[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient2[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient3[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient4[(Integer A)]) is owned) Equal to True
                            Then - Actions
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient1[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient2[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient3[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient4[(Integer A)])
                                Hero - Create Recipe_Result[(Integer A)] and give it to (Hero manipulating item)
                                Special Effect - Create a special effect attached to the origin of (Hero manipulating item) using Abilities\Spells\Items\AIlm\AIlmTarget.mdl
                            Else - Actions
                                Do nothing
                    Else - Actions
                        Do nothing
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Recipe_IngredientAmount[(Integer A)] Equal to 5
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient1[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient2[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient3[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient4[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient5[(Integer A)]) is owned) Equal to True
                            Then - Actions
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient1[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient2[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient3[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient4[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient5[(Integer A)])
                                Hero - Create Recipe_Result[(Integer A)] and give it to (Hero manipulating item)
                                Special Effect - Create a special effect attached to the origin of (Hero manipulating item) using Abilities\Spells\Items\AIlm\AIlmTarget.mdl
                            Else - Actions
                                Do nothing
                    Else - Actions
                        Do nothing
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Recipe_IngredientAmount[(Integer A)] Equal to 6
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient1[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient2[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient3[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient4[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient5[(Integer A)]) is owned) Equal to True
                                ((Item carried by (Hero manipulating item) of type Recipe_Ingredient6[(Integer A)]) is owned) Equal to True
                            Then - Actions
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient1[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient2[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient3[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient4[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient5[(Integer A)])
                                Item - Remove (Item carried by (Hero manipulating item) of type Recipe_Ingredient6[(Integer A)])
                                Hero - Create Recipe_Result[(Integer A)] and give it to (Hero manipulating item)
                                Special Effect - Create a special effect attached to the origin of (Hero manipulating item) using Abilities\Spells\Items\AIlm\AIlmTarget.mdl
                            Else - Actions
                                Do nothing
                    Else - Actions
                        Do nothing

Thats the trigger that checks if the hero has the needed items, and if its true, it will remove those items, give the result item and do the special effects.
Note: When the ingredient amount is 1, there is no special effect, because I use that to convert display items to recipes when the hero buys it.

You need to make another initialization trigger to set the variables.

Code:
Events
    Map initialization
Conditions
Actions
    Set Recipe_Max = 1
    -------- Scourge Bone Chimes --------
    Set Recipe_IngredientAmount[1] = 3
    Set Recipe_Ingredient1[1] = Gauntlets of Ogre Strenght
    Set Recipe_Ingredient2[1] = Circlet of Nobility
    Set Recipe_Ingredient3[1] = Scourge Bone Chimes Recipe
    Set Recipe_Result[1] = Scourge Bone Chimes

This trigger sets the variables. 3 Ingredients, gauntlets, circlet and the recipe make Scourge Bone Chimes.(just an example)

But wait, how will the hero get the recipe? We need to set variables to change the display item into the recipe.(If the item uses a recipe)

Code:
Events
    Map initialization
Conditions
Actions
    Set Recipe_Max = 2
    -------- Scourge Bone Chimes --------
    Set Recipe_IngredientAmount[1] = 3
    Set Recipe_Ingredient1[1] = Gauntlets of Ogre Strenght
    Set Recipe_Ingredient2[1] = Circlet of Nobility
    Set Recipe_Ingredient3[1] = Scourge Bone Chimes Recipe
    Set Recipe_Result[1] = Scourge Bone Chimes
    -------- Scourge Bone Chimes Recipe --------
    Set Recipe_IngredientAmount[2] = 1
    Set Recipe_Ingredient1[2] = Scourge Bone Chimes Display
    Set Recipe_Result[2] = Scourge Bone Chimes Recipe

1 ingredient, the display item, makes the recipe. So when the hero buys the display item, it will automatically change into the recipe. No special effects, since there wont be any when only 1 ingredient is used.

Variables in detail:
Recipe_Max(Integer): The max number of recipes in your script.
Recipe_Ingredient(Item-Type Array): The requirements for the recipe.
Recipe_Result(Item-Type Array): The item that is created when the hero fulfills the requirements.
Recipe_IngredientAmount(Integer Array): The number of ingredients for the recipe.

Note: Put in the recipe number in the arrays.

And thats all. If you dont know what is a display item or a recipe, search for the recipe tutorial by Revolver.

Hope you like it.:) Credits appreciated.
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
no need to make a trigger for every recipe

because you put all the triggers in 1 huge trigger...
what if I have about 50 items? I would get lost in the trigger

I don't like the "system" :thdown:
 

Romek

Super Moderator
Reaction score
964
This is horribly ugly and inefficient.
And it doesn't work for recipes which require more than 1 item of the same type.

Also, there's a very low amount of explanation for a Tutorial.
 

Dirac

22710180
Reaction score
147
i have the exact same recipe system in my map (lol), and use it because its GUI and does not require item ID.
Didn't even bothered to post it because it really sucks lol
 

Gwypaas

hook DoNothing MakeGUIUsersCrash
Reaction score
50
because you put all the triggers in 1 huge trigger...
what if I have about 50 items? I would get lost in the trigger

I don't like the "system" :thdown:

All vJASS system also works by having 1 "huge" trigger that makes all recipes.
 

AngelShade

New Member
Reaction score
2
Im agree with this guy even vJass has the same thing , but jass is using low resources therefore no additional lag or bugs, but this is for advance users of WE and its realy hard for normal WE users like me that use GUI and dont understand much of vJass, but i saw a simple yet magnificent reciepe system in jass and that turned me around and started learning it from basics :D. Therefore both systems are good, in one way or another, only depends who is using it.
 

HellCraft

Member
Reaction score
19
true, its a very messy one. i was kinda in a hurry, i made this originally for my map, but thought i would post this in here for the newbs.
 
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