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benj_war3
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Item Recovery Tutorial by benj_war3
INTRODUCTION
The item recovery tutorial is very easy to make. I added a map too.
CHAPTER ONE- SPECIAL EFFECT
This is the easiest part of the tutorial. The special effect is the effect attached to the overhead of the quest giver. The exclamation mark is the most unique. Before we create the special effect, we should have variables ready. We should create a special effect variable array.
1.) Variable- Special Effect array.
That's it!
CHAPTER ONE - PART ONE
Now to put the special effect on the overhead of the quest giver.
For the event, we're going to use the Map Initialization Event. And for the actions, just set it and set the variable. Way to easy.. I'll post it up..
*Phew.. We're done with Chapter One..
CHAPTER TWO- QUEST RECEIVE TRIGGER
In this chapter, we're going to receive the quest from the quest giver of course...
For the event, we're going to use the Player-selects a Unit for the normal way. And we need to know who you are selecting. For this tutorial, I used the Soldier.
For the Region centered at (Position of Soldier 0001 <gen>) with size (400.00, 400.00)) contains Mountain King 0002 <gen>) Equal to True. It is in Boolean, Unit in Region, Convert coordinates in region and done.
CHAPTER TWO-PART TWO- QUEST RECEIVE
For the actions, we're going to destroy the special effect we created earlier.
Create a quest variable and name it to your desired name..
And create the quest.. After you create the quest, remember to set the quest variable.
Pretty easy huh?
After I created the quest, I created another special effect and it's a random object effect. Just do the same thing I did earlier.
I didn't put cinematics in this tutorial to make it fast. And remember to create the quest item in a certain region. And create another trigger and turn it to "INITIALLY OFF" - That's is very important.
Final Look:
CHAPTER THREE- FINDING THE ITEM
This is very easy.. The hero acquires the item and returns it.
And for the actions, we're going to update the quest so we could return it to the quest giver. Create another trigger than finishes the quest and turn it to "INITIALLY OFF" Again.
CHAPTER THREE- FINISHING
For the finishing, just do what I did in the start. And remove the item from the hero.
GOOD LUCK!
INTRODUCTION
The item recovery tutorial is very easy to make. I added a map too.
CHAPTER ONE- SPECIAL EFFECT
This is the easiest part of the tutorial. The special effect is the effect attached to the overhead of the quest giver. The exclamation mark is the most unique. Before we create the special effect, we should have variables ready. We should create a special effect variable array.
1.) Variable- Special Effect array.
That's it!
CHAPTER ONE - PART ONE
Now to put the special effect on the overhead of the quest giver.
For the event, we're going to use the Map Initialization Event. And for the actions, just set it and set the variable. Way to easy.. I'll post it up..
Code:
Events
Map initialization
Actions
Special Effect - Create a special effect attached to the overhead of Soldier 0001 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Set QuestEffect[1] = (Last created special effect)
*Phew.. We're done with Chapter One..
CHAPTER TWO- QUEST RECEIVE TRIGGER
In this chapter, we're going to receive the quest from the quest giver of course...
For the event, we're going to use the Player-selects a Unit for the normal way. And we need to know who you are selecting. For this tutorial, I used the Soldier.
Code:
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Triggering unit) Equal to Soldier 0001 <gen>
((Region centered at (Position of Soldier 0001 <gen>) with size (400.00, 400.00)) contains Mountain King 0002 <gen>) Equal to True
For the Region centered at (Position of Soldier 0001 <gen>) with size (400.00, 400.00)) contains Mountain King 0002 <gen>) Equal to True. It is in Boolean, Unit in Region, Convert coordinates in region and done.
CHAPTER TWO-PART TWO- QUEST RECEIVE
For the actions, we're going to destroy the special effect we created earlier.
Code:
Special Effect - Destroy QuestEffect[1]
And create the quest.. After you create the quest, remember to set the quest variable.
Code:
Quest - Create a Required quest titled Quest Item with the description The Soldier asked y..., using icon path ReplaceableTextures\CommandButtons\BTNGlyph.blp
Quest - Display to (All players) the Quest Discovered message: |cffFFFF00Quest Rec...
Set ItemRecoveryQuest = (Last created quest)
Pretty easy huh?
After I created the quest, I created another special effect and it's a random object effect. Just do the same thing I did earlier.
Code:
Special Effect - Create a special effect attached to the overhead of Soldier 0001 <gen> using Objects\RandomObject\RandomObject.mdl
Set QuestEffect[2] = (Last created special effect)
I didn't put cinematics in this tutorial to make it fast. And remember to create the quest item in a certain region. And create another trigger and turn it to "INITIALLY OFF" - That's is very important.
Final Look:
Code:
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Triggering unit) Equal to Soldier 0001 <gen>
((Region centered at (Position of Soldier 0001 <gen>) with size (400.00, 400.00)) contains Mountain King 0002 <gen>) Equal to True
Actions
Special Effect - Destroy QuestEffect[1]
Quest - Display to (All players) the Quest Discovered message: |cffFFFF00Soldier:|...
Special Effect - Create a special effect attached to the overhead of Soldier 0001 <gen> using Objects\RandomObject\RandomObject.mdl
Set QuestEffect[2] = (Last created special effect)
Quest - Create a Required quest titled Quest Item with the description The Soldier asked y..., using icon path ReplaceableTextures\CommandButtons\BTNGlyph.blp
Quest - Display to (All players) the Quest Discovered message: |cffFFFF00Quest Rec...
Set ItemRecoveryQuest = (Last created quest)
Unit - Create 1 Gnoll Overseer for Neutral Hostile at (Center of Enemy Spawn <gen>) facing Default building facing degrees
Item - Create Quest Item at (Center of QuestItem <gen>)
Trigger - Turn on QuestFind <gen>
Trigger - Turn off (This trigger)
CHAPTER THREE- FINDING THE ITEM
This is very easy.. The hero acquires the item and returns it.
Code:
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Quest Item
And for the actions, we're going to update the quest so we could return it to the quest giver. Create another trigger than finishes the quest and turn it to "INITIALLY OFF" Again.
Code:
Actions
Quest - Display to (All players) the Quest Update message: Return the Quest It...
Trigger - Turn on QuestFinish <gen>
CHAPTER THREE- FINISHING
For the finishing, just do what I did in the start. And remove the item from the hero.
Code:
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Triggering unit) Equal to Soldier 0001 <gen>
((Region centered at (Position of Soldier 0001 <gen>) with size (400.00, 400.00)) contains Mountain King 0002 <gen>) Equal to True
Actions
Special Effect - Destroy QuestEffect[2]
Quest - Display to (All players) the Quest Completed message: |cffFFFF00Soldier:|...
Quest - Mark ItemRecoveryQuest as Completed
Item - Remove (Item carried by Mountain King 0002 <gen> of type Quest Item)
Trigger - Turn off (This trigger)
GOOD LUCK!