Oninuva
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First of all note that this tutorial will not teach you how to use items. It teaches you how to make nice and fancy items in Warcraft 3 World Editor. If you are interested please read on.
Note: This tutorial uses World Editor. I don’t know if it will work with other versions of World Editor (Unlimited)
Contents
How to make a Basic Item
Editing the Item
Spell Based Items
Stacking Items
Triggers
Comments
Credits
How to make a Basic Item
I suppose you already have world editor open before you wish to stat learning. Open up the object editor by pressing F6. After opening the object editor click on the items tab.
You should see a lot of items that Blizzard already made.
Click on the item “Claws of Attack +12”. Take a look at the fields you can edit. The first one on top should be Abilities. Right now its on +12 Item Damage Bonus. This field determines what the item can do or is used for. Also if you wanted an item that can cast a spell you can add it there too.
To make an item just right click the item pallet and press New Custom Item.
A box should pop up with a bunch of pictures and a text box. The text box is where you name the item. And the icons are what you base the item on.
A list of items you should base an item on.
Claws of Attack – Weapons
Crown of Kings – Armor
Tiny Castle – Deployable Buildings
Potion of Healing – Potions
Goblin Land Mines – Bombs
Healing Wards – Wards
Demonic Figurine – Summons
Warsong Battle Drums – Buffs, Aura
Wand of the Wind – Spells
More to be added…
Now you are probably wondering “How do I make an item do this or that?”
But calm down. First you have to know what each field does, or at least the most important ones. Here is a basic list of them.
Abilities – What an item does. For example, on Claws of Attack +12 you can see that under abilities it is Item Damage Bonus +12.
Interface Icon – That determines the icon of the item when in your inventory slots or when being sold from a merchant.
Model Used – This is how the item looks when on the ground or in playing fields. Most items are the treasure chest. But if you ever played Survival Maps like Island Troll Tribes or Ice Troll Tribes you noticed that most of their items had real models.
Stats – Can be Sold to Merchant – This determines if a player can sell the item to a merchant.
Stats – Can be sold by Merchant – This determines if a merchant can sell this to a player.
Gold Cost – How much it costs to buy it from a merchant. Selling it will give half the amount.
Spell Based Items
Spell based items are items that can cast spells. For example if you were making a RPG you could have each different type of staff cast a different type of magic. So a Fire Staff would cast fire bolt. In this section you will learn how to create different types of Spell Based Items. Let’s start with Fire Bolt.
Open up your object editor and click on the ability tab. Press Ctrl + F and type in Fire Bolt. It should bring you to Firebolt (Hostile Neutral). Find where it says Stats – Item Ability and check the box making it true. This allows you to put the ability on a item.
Then go back to the Item tab and create a new item based on Wand of the Wind. Change the ability from Cyclone (Item) to Firebolt (Hostile Neutral). You can change the tool tips of the item to your newly made Fire Staff.
Stacking Items
Many times when playing maps you will find it annoying that you can’t stack potions or that you run out of inventory space because of duplicates of one item. This can be solved with a triggers that stack items.
Comments:
"Great Tutorial, Thanks for writing!"
- Holypalidan
Credits…
Written By: Oninuva
Screenshots By: Oninuva
Thank you to Ayumi for telling me it was fishy… and thanks to Gamerz-Forum.Com for hosting my images!
Thanks to SFlip for stacking trigger.
Note: This tutorial uses World Editor. I don’t know if it will work with other versions of World Editor (Unlimited)
Contents
How to make a Basic Item
Editing the Item
Spell Based Items
Stacking Items
Triggers
Comments
Credits
How to make a Basic Item
I suppose you already have world editor open before you wish to stat learning. Open up the object editor by pressing F6. After opening the object editor click on the items tab.
You should see a lot of items that Blizzard already made.
Click on the item “Claws of Attack +12”. Take a look at the fields you can edit. The first one on top should be Abilities. Right now its on +12 Item Damage Bonus. This field determines what the item can do or is used for. Also if you wanted an item that can cast a spell you can add it there too.
To make an item just right click the item pallet and press New Custom Item.
A box should pop up with a bunch of pictures and a text box. The text box is where you name the item. And the icons are what you base the item on.
A list of items you should base an item on.
Claws of Attack – Weapons
Crown of Kings – Armor
Tiny Castle – Deployable Buildings
Potion of Healing – Potions
Goblin Land Mines – Bombs
Healing Wards – Wards
Demonic Figurine – Summons
Warsong Battle Drums – Buffs, Aura
Wand of the Wind – Spells
More to be added…
Now you are probably wondering “How do I make an item do this or that?”
But calm down. First you have to know what each field does, or at least the most important ones. Here is a basic list of them.
Abilities – What an item does. For example, on Claws of Attack +12 you can see that under abilities it is Item Damage Bonus +12.
Interface Icon – That determines the icon of the item when in your inventory slots or when being sold from a merchant.
Model Used – This is how the item looks when on the ground or in playing fields. Most items are the treasure chest. But if you ever played Survival Maps like Island Troll Tribes or Ice Troll Tribes you noticed that most of their items had real models.
Stats – Can be Sold to Merchant – This determines if a player can sell the item to a merchant.
Stats – Can be sold by Merchant – This determines if a merchant can sell this to a player.
Gold Cost – How much it costs to buy it from a merchant. Selling it will give half the amount.
Spell Based Items
Spell based items are items that can cast spells. For example if you were making a RPG you could have each different type of staff cast a different type of magic. So a Fire Staff would cast fire bolt. In this section you will learn how to create different types of Spell Based Items. Let’s start with Fire Bolt.
Open up your object editor and click on the ability tab. Press Ctrl + F and type in Fire Bolt. It should bring you to Firebolt (Hostile Neutral). Find where it says Stats – Item Ability and check the box making it true. This allows you to put the ability on a item.
Then go back to the Item tab and create a new item based on Wand of the Wind. Change the ability from Cyclone (Item) to Firebolt (Hostile Neutral). You can change the tool tips of the item to your newly made Fire Staff.
Stacking Items
Many times when playing maps you will find it annoying that you can’t stack potions or that you run out of inventory space because of duplicates of one item. This can be solved with a triggers that stack items.
Code:
Unit Acquires Item
Events
Unit - A unit Acquires an item
Conditions
(Charges remaining in (Item being manipulated)) Not equal to 0
Actions
For each (Integer A) from 1 to 6, 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-type of (Item being manipulated))
(Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) Less than (Item level of (Item carried by (Hero manipulating item) in slot (Integer A)))
(Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + (Charges remaining in (Item being manipulated))) Greater than (Item level of (Item being manipulated))
Then - Actions
Item - Set charges remaining in (Item being manipulated) to (((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + (Charges remaining in (Item being manipulated))) - (Item level of (Item being manipulated)))
Item - Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to (Item level of (Item being manipulated))
Else - Actions
Item - Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to ((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + (Charges remaining in (Item being manipulated)))
Item - Remove (Item being manipulated)
Else – Actions.
Comments:
"Great Tutorial, Thanks for writing!"
- Holypalidan
Credits…
Written By: Oninuva
Screenshots By: Oninuva
Thank you to Ayumi for telling me it was fishy… and thanks to Gamerz-Forum.Com for hosting my images!
Thanks to SFlip for stacking trigger.