I made this system for mappers. Many of you might not like dotA systems but I searched and I couldn't find a system for the Power Treads. I made it myself and i wanted to show it to you guys. Please tell me how to improve/upgrade the system... Thank you for feedback and comments
Triggers:
Description:
Item Power Treads: Boots of speed + Gloves of Haste + Robe of the Magi or Belt of Giant Strength or Boots of Elvenskin + Recipe for Power Treads
Bonus: It gives +65 move speed, +30% attack speed and +10 to the selected attribute(Strength, Agility or Intellegence).
Triggers:
Trigger:
- Power Treads
- Events
- Unit - A unit Acquires an item
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Hero manipulating item) has an item of type Belt of Giant Strength) Equal to True
- ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
- ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
- ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
- Then - Actions
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
- Item - Remove (Item carried by (Hero manipulating item) of type Belt of Giant Strength)
- Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
- Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
- Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
- Hero - Create Power Treads (Strength) and give it to (Hero manipulating item)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- And - All (Conditions) are true
- Conditions
- ((Hero manipulating item) has an item of type Boots of Elvenskin) Equal to True
- ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
- ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
- ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
- Conditions
- And - All (Conditions) are true
- Then - Actions
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
- Item - Remove (Item carried by (Hero manipulating item) of type Boots of Elvenskin)
- Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
- Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
- Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
- Hero - Create Power Treads (Agility) and give it to (Hero manipulating item)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- And - All (Conditions) are true
- Conditions
- ((Hero manipulating item) has an item of type Robe of the Magi) Equal to True
- ((Hero manipulating item) has an item of type Boots of Speed) Equal to True
- ((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
- ((Hero manipulating item) has an item of type Power Treads Recipe) Equal to True
- Conditions
- And - All (Conditions) are true
- Then - Actions
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
- Item - Remove (Item carried by (Hero manipulating item) of type Robe of the Magi)
- Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
- Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
- Item - Remove (Item carried by (Hero manipulating item) of type Power Treads Recipe)
- Hero - Create Power Treads (Intelligence) and give it to (Hero manipulating item)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Power Treads Use
- Events
- Unit - A unit Uses an item
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-type of (Item being manipulated)) Equal to Power Treads (Strength)
- Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
- Then - Actions
- Set TempInt = (Integer A)
- Item - Remove (Item being manipulated)
- Hero - Create Power Treads (Agility) and give it to (Hero manipulating item)
- Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
- For each (Integer B) from 1 to 999, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
- Then - Actions
- Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
- Skip remaining actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Skip remaining actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to 6, do (Actions)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-type of (Item being manipulated)) Equal to Power Treads (Agility)
- Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
- Then - Actions
- Set TempInt = (Integer A)
- Item - Remove (Item being manipulated)
- Hero - Create Power Treads (Intelligence) and give it to (Hero manipulating item)
- Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
- For each (Integer B) from 1 to 999, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
- Then - Actions
- Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
- Skip remaining actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Skip remaining actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to 6, do (Actions)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-type of (Item being manipulated)) Equal to Power Treads (Intelligence)
- Then - 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 carried by (Hero manipulating item) in slot (Integer A)) Equal to (Item being manipulated)
- Then - Actions
- Set TempInt = (Integer A)
- Item - Remove (Item being manipulated)
- Hero - Create Power Treads (Strength) and give it to (Hero manipulating item)
- Unit - Order (Hero manipulating item) to move (Last created item) to inventory slot TempInt
- For each (Integer B) from 1 to 999, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Hero manipulating item) Equal to PowerTreadsUnit[(Integer B)]
- Then - Actions
- Unit - Order (Hero manipulating item) to Move To PowerTreadsOrderPoint[(Integer B)]
- Skip remaining actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Skip remaining actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to 6, do (Actions)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Power Treads Limit
- Events
- Unit - A unit Acquires an item
- Conditions
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item being manipulated)) Equal to Power Treads (Agility)
- (Item-type of (Item being manipulated)) Equal to Power Treads (Strength)
- (Item-type of (Item being manipulated)) Equal to Power Treads (Intelligence)
- Conditions
- Or - Any (Conditions) are true
- 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 carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
- Or - Any (Conditions) are true
- Conditions
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Agility)
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Intelligence)
- (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Power Treads (Strength)
- Conditions
- Then - Actions
- Hero - Drop (Item being manipulated) from (Hero manipulating item)
- Cinematic - Clear the screen of text messages for (Player group((Owner of (Hero manipulating item))))
- Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: ...
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to 6, do (Actions)
- Events
Trigger:
- Power Treads Recipe
- Events
- Unit - A unit Acquires an item
- Conditions
- ((Hero manipulating item) has an item of type Power Treads) Equal to True
- Actions
- Item - Remove (Item carried by (Hero manipulating item) of type Power Treads)
- Hero - Create Power Treads Recipe and give it to (Hero manipulating item)
- Events
Trigger:
- Power Treads Order Point
- Events
- Unit - A unit Is issued an order targeting a point
- Conditions
- Or - Any (Conditions) are true
- Conditions
- ((Ordered unit) has an item of type Power Treads (Strength)) Equal to True
- ((Ordered unit) has an item of type Power Treads (Agility)) Equal to True
- ((Ordered unit) has an item of type Power Treads (Intelligence)) Equal to True
- Conditions
- Or - Any (Conditions) are true
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Ordered unit) is in PowerTreadsGroup) Equal to False
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- PowerTreadsCV Less than 1000
- Then - Actions
- Set PowerTreadsCV = (PowerTreadsCV + 1)
- Else - Actions
- Set PowerTreadsCV = 1
- If - Conditions
- Set PowerTreadsUnit[PowerTreadsCV] = (Ordered unit)
- Unit Group - Add PowerTreadsUnit[PowerTreadsCV] to PowerTreadsGroup
- Set PowerTreadsOrderPoint[PowerTreadsCV] = (Target point of issued order)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- For each (Integer A) from 1 to 999, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Ordered unit) Equal to PowerTreadsUnit[(Integer A)]
- Then - Actions
- Set PowerTreadsOrderPoint[(Integer A)] = (Target point of issued order)
- Skip remaining actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to 999, do (Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events