Tutorial Items - All About Items

XeNiM666

I lurk for pizza
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Items​

What are Items?

Items are basically objects according to wikipedia. Actually, it means this: Item, entry
in a list, or one object in a collection of objects.
It's like that. Items are things
that are dropped from creeps, which help you to survive longer or fight better.


The Item Editor
The Item Editor is a part of the Object Editor which allows you to create new items or edit
existing items.
This will explain the context of the Item Editor Itself.

Abilities - Abilities
This is first and foremost what the item actually does. What it gives you and what's in it
that can make you stronger. Remember that items can only have 4 abilities and 1 maximum
active ability.
Art - Button Position (X)
Art - Button Position (Y)
This is where the item will be located when you buy it. Not in the inventory but in the
shop. This graph will show you the button positions in X,Y form.
ButtonPos.jpg

Art - Interface Icon
This is the icon of your item. The picture of your item. This is like the signature of the
item. 2 items of the same icon usually means 2 icons of the same type or 2 different items
with different icons which can cause confusion.
Art - Model Used
This is the model of your item. No, not the model where you pick it up and it shows the item being held by the unit.
Art - Scaling Value
How big your model is.
Art - Selection Size - Editor
This size of the selection circle BUT only in the World Editor.
Art - Tinting Color
As usual the color of the model. Some models cannot be colored.
Combat - Armor Type
This is basically the sound of the item when someone attacks it.
Stats - Actively Used
This is checked when one of the abilities includes one active spell like Blink, Command,
etc.. Uncheck this when your using Spellbooks in your item.
Stats - Can be dropped
This is usually True but when you want an item to not be dropped use this. This is used in
DotA's Divine Rapier and Aegis of the Immortal.
Stats - Can Be Sold By Merchants
Usually True. This is used for Quest items so whatever you do it cannot be sold.
Stats - Can Be Sold To Merchants
This is like "Can be Sold". True usually unless you like it to be Unique and cannot
be sold even for 1,000,000 Gold like DotA's Divine Rapier.
Stats - Classification
It's like the groupings of the items. If you want to group them like Rare items go to
Campaign Class, Normal Items go to Misc Class, etc...
Stats - Cooldown Group
I think this is the stacking group of the items like the order strings in
Abilities.
Stats - Drop When Carrier Dies
It's in the title. If you die, the item will be dropped to the ground, free for anyone to
pick it up.
Stats - Gold Cost
How much the item would cost in Gold.
Stats - Hit Points
How much life does it have. If you want it to be "Cannot be destroyed", the you might
as well set his to 500,000.
Stats - Ignore Cooldown
Even though the ability has a cooldown, it will be set to 0 when this is True. Almost 100%
of the time, it's False.
Stats - Include as Random Choice
If True, then this item will be included if you put a "Random Item" item on the map.
Stats - Level (Unclassified)
Stats - Level
THIS IS NOT THE REQUIED LEVEL OF YOUR ITEM!!! It is just merely a
grading system for the item. e.g. Level 1 items for Normal, Level 2 items for Magical,
etc... The only difference between the 2 is Unclassified can go up to 10 and Classified can
only go up to 8. This cannot be changed in the Gameplay Constants.
Stats - Lumber Cost
How much the item would cost in Lumber.
Stats - Number of Charges
This is used to set how many times an active item can be used. Example: If set to 2, then
the item can only cast Blink (for example) for 2 times. Set this to 0 for Unlimited
Charges.
Stats - Perishable
Info from Dameon: ( Tested by Me )
This sets rather the item disapears when it runs out of charges or after it is used once if the item has no charges.
Stats - Priority
Thanks to Romek for this: ( Again Tested by Me )
This is AI related. The higher it is, the more the AI (Computer) will try to get the item, and also drop/destroy/sell lower priority items to get this one.
Stats - Stock Maximum
The maximum stock of an item. It's the number below the item when it's at a shop.
Stats - Stock Replenish Interval
This is the time in which when you buy an item, this is the time to regain 1 stock. The
interval only works it's magic when it is NOT equal to the Stock Maximum of the item.
Example: In DotA, every item replenishes 1 stock in 3 seconds when you buy one.
Stats - Stock Start Delay
This is the time (begins in the start of the game) where all items become available.
Example: In DotA, the heroes have a Stock Start Delay of 15 seconds which means that you
have to wait 15 seconds to pick a hero.
Stats - Use Automatically When Acquired
When you pick up an item (if set to True), it uses the item automatically. Usually
used in Runes.
Stats - Valid Target for Transformation
This refers to the "Can be targeted on items" If Yes, then the item can be targeted by a spell or anything. If No, then the item cannot be targeted by spells but can be attacked.
Techtree - Requirements
Add units/buildings/researches to this value if you want an item to have requirements.
Example: In normal melee games, all races require the level 3 main base to get an orb.
Techtree - Requirements - Levels
Needs a value above if you want it to require (for example), Level 3 Moon Glaive. Add
the Upgrade Moon Glaive on the value above and add to this value 3.
Text - Description
This is the text or description when you click an item which is still on the ground.
Text - Hotkey
The Hotkey of the item in the shop.
Text - Name
The name of the item. :rolleyes:
Text - Tooltip - Basic
This is the text on the top that says "Purchase". Example: Purchase Boots of Speed
Text - Tooltip - Extended
The main description of the item in the inventory. This basically tells you what the item
does and some Descriptions of it or some Histories perhaps.


How do I create a custom Item?
4 Choices:
- Click File - New Custom Item
- Click the Treasure Box Icon on the upper Toolbar
- Right-Click on the Item and select New Custom Item
- Press Ctrl+Shift+N
Then edit the abilities, icons, models and descriptions and viola, you have your own custom item.


Some neat Tips and Tricks about Items.

Recipes

Some or maybe many people know what recipes are. But for those who do not know them yet, they are 2 or more items that needs each other in order to make 1 stronger item.
How to make recipies

Step 1: Creating the Item

Create 3 or 2 versions of the item, 1 for the shop, 1 for the scroll (for me, this is optional) and 1 for the item itself.

Step 2: Replacing the Item(This can be skipped if you do not want the scroll)

Do this trigger: This trigger basically replaces the one that you buy on the shop and replaces it with the scroll.
Code:
Items Scroll
    Events
        Unit - A unit Acquires 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 |CFF91C877Boots of Haste (Shop)|r
            Then - Actions
                Item - Remove (Item being manipulated)
                Hero - Create |CFF91C877Boots of Haste (Scroll Recipe)|r and give it to (Hero manipulating item)
            Else - Actions
Just do different If/Then/Else's for every item that has a recipe. Shouldn't be too hard.

Step 3: Combining the Item

This trigger combines the said items into a more stronger version of the item. In this trigger, it combines the Boots of Speed and the Gloves of Haste into a Boots of Haste.
Code:
Item Combine
    Events 
        Unit - A unit Acquires an item
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Item-type of (Item being manipulated)) Equal to |CFFFDC689Boots of Speed|r  [COLOR="Green"]// This is the first item[/COLOR]
                (Item-type of (Item being manipulated)) Equal to |CFFFDC689Gloves of Haste|r  [COLOR="Green"]// This is the second item[/COLOR]
                (Item-type of (Item being manipulated)) Equal to |CFF91C877Boots of Haste Recipe|r  [COLOR="Green"]// This is the recipe[/COLOR]
        ((Hero manipulating item) has an item of type |CFFFDC689Boots of Speed|r) Equal to True
        ((Hero manipulating item) has an item of type |CFFFDC689Gloves of Haste|r) Equal to True
        ((Hero manipulating item) has an item of type |CFF91C877Boots of Haste (Scroll Recipe)|r) Equal to True
        [COLOR="Green"]// Add more of your items here[/COLOR]
    Actions
        Set Item[1] = |CFFFDC689Boots of Speed|r
        Set Item[2] = |CFFFDC689Gloves of Haste|r
        Set Item[3] = |CFF91C877Boots of Haste (Scroll Recipe)|r
        For each (Integer A) from 1 to 6, do (Actions)
            Loop - Actions
                For each (Integer B) from 1 to 3, 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[(Integer B)]
                            Then - Actions
                                Item - Remove (Item carried by (Hero manipulating item) in slot (Integer A))
                            Else - Actions
        Special Effect - Create a special effect attached to the origin of (Hero manipulating item) using Abilities\Spells\Items\AIlm\AIlmTarget.mdl  [COLOR="Green"]// This is the effect created. Change this if you want[/COLOR]
        Special Effect - Destroy (Last created special effect)
        Hero - Create |CFF91C877Boots of Haste|r and give it to (Hero manipulating item)  [COLOR="Green"]// This is the stronger Item[/COLOR]
And you're done!!!

Random Drops

For those who are wondering what this is, its a system that when you kill an enemy, it will have a chance to drop an item. This is very simple. Just do this trigger:
Code:
Chance
    Events
        Unit - A unit Dies
    Conditions
        (Owner of (Killing unit)) Not equal to Neutral Hostile
        (Owner of (Triggering unit)) Equal to Neutral Hostile
        (Random integer number between 1 and 1000000) Less than or equal to (Hero level of (Killing unit))  [COLOR="Green"]// This is the chance of getting an item. This trigger's chance is equal to 0.001% x Level of Killer.[/COLOR]
    Actions
        Set TempPoint = (Position of (Triggering unit))  //[COLOR="Green"]Set it to Point variable[/COLOR]
        Item - Create |CFF82CA9CSoulstone|r at (Position of (Triggering unit))  [COLOR="Green"]// You can have any item here[/COLOR]
        Custom script:   call RemoveLocation(udg_TempPoint)  [COLOR="Green"]// Remove the Point Variable so it wouldn't leak[/COLOR]
A very simple trigger that can be easily implemented.

Level Restrictions

Many people has asked on how to do this. So I will teach you. Like the upper tips, its a very simple trigger:
Code:
Required Level
    Events
        Unit - A unit Acquires an item
    Conditions
    Actions
        --------  ---- ---- ---- ---- ---- ---- ----  REQUIRED LEVEL 2  ---- ---- ---- ---- ---- ---- ----  --------  [COLOR="Green"]// I recommend you use this if you want all required level trigger in only one trigger[/COLOR]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Hero manipulating item) is A Hero) Equal to True  [COLOR="Green"]// This makes sure that only heroes cannot wield the items and no required level is needed for non-hero units[/COLOR]
                (Level of (Hero manipulating item)) Less than 2  [COLOR="Green"]// This is the required level of your item[/COLOR]
                Or - Any (Conditions) are true  [COLOR="Green"]// In here you put the item that requires the hero to be level 2 or more to get the item[/COLOR]
                    Conditions
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Ring of Regeneration|r
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Periapt of Vitality|r
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Pendant of Energy|r
                        (Item-type of (Item being manipulated)) Equal to |CFF91C877Mask of Death|r
                        (Item-type of (Item being manipulated)) Equal to |CFFFDC689Staff of Wisdom|r
                        (Item-type of (Item being manipulated)) Equal to |CFFFDC689Gloves of Speed|r
                        (Item-type of (Item being manipulated)) Equal to |CFFFDC689Axe of Power|r
            Then - Actions
                Hero - Drop (Item being manipulated) from (Hero manipulating item)
                Floating Text - Create floating text that reads (Required level of  + ((Name of (Item being manipulated)) +  is 2)) above (Hero manipulating item) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
                Floating Text - Set the velocity of (Last created floating text) to 90.00 towards 90.00 degrees
            Else - Actions
Like the others, its a very simple trigger that can be easily implemented. Just put comments in to group the required levels like what I did.

Spell Books

A very nice way to make items have more than 4 abilities, BUT only one active one in 2 easy steps.
If you put an active ability in an item that has the spell book, it will not use the ability instead it will display you the spell book.

How to have Spell Books into your items

Step 1: Creating the Spell Book

Create a custom Spell Book ability, located under the category Abilities - Special - Items - Spellbook. After that, put in the wanted abilities into the spell book and set the Data - Maximum Spells to how many abilities you have inside the Spellbook. After creating, put the spell book in the item and set the Stats - Actively Used to False

Step 2: Disabling the Spell Book

I know what you're saying, "Disable the spellbook wtf?!" Yeah, its needed so you whatever you will do, cannot use the spellbook. It's simple really, once you put the spell book in the item do this in a trigger:
Code:
Disable Spellbooks
    Events
        Map initialization
    Conditions
    Actions
        Set PlayerGroup = (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)))
        Player Group - Pick every player in PlayerGroup and do (Actions)
            Loop - Actions
                Player - Disable Spell Book for (Picked player)
                [COLOR="Green"]-------- Disable other spell books here --------[/COLOR]
        Custom script:   call DestroyForce(udg_PlayerGroup)  [COLOR="Green"]// Clean leaks[/COLOR]
Just add the spellbook abilities in the Player Group function.
TADA!!! Your done!!!
Even if you have spellbooks in your items, you can only have 1 active ability

Well that's all about items that I know!:)
PLEASE post comments and feedbacks. It is greatly appreciated!!!:thup::thup:

~XeNiM666
 

Renendaru

(Evol)ution is nothing without love.
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Nice Tut, and I'll check out some of the fields that you didn't get if you want.
 

XeNiM666

I lurk for pizza
Reaction score
138
I'll check out some of the fields that you didn't get if you want.
ok if you want.. :)

thx for the feedback

Also i'll edit the 1st post when I get more info

ANYONE ELSE???
 

Drunken_God

Hopes to get back into Mapmaking with SC2 :)
Reaction score
106
hmm
This is the model of your icon. No, not the model where you pick it up and it shows the item
being held by the unit.
icon?
you mean item or?
 

Romek

Super Moderator
Reaction score
963
Stats - Priority:

I think this is AI related. The higher it is, the more the AI (Computer) will try to get the item, and also drop/destroy/sell lower priority items to get this one.
 

Dameon

"All the power in the world resides in the eyes"
Reaction score
127
A item can have more then 4 abilitys, if you use a spell books then there is no limit to the amount of ability.

Ps. After the update the tomes versions of items is no longer a good idea. The tomes are no longer removed after they are used and actauly start to stack up on the ground (they appear to be under ground) but as they build up you can't have your view over that area with out bad lag, you might be able to counter this by simply putting all the tome type items in 1 class and then removeing any tomes class (the folder you put them in) items that are used, but I have yet to test this.


Stats - Include as Random Choice
This will also give a chance the item will be added to a shop with an empty slot.

Stats - Perishable
This sets rather the item disapears when it runs out of charges or after it is used once if the item has no charges.

Stats - Valid Target for Transformation
:confused::confused::confused:
I will get back to you on this one.
 

XeNiM666

I lurk for pizza
Reaction score
138
@Drunken_God
Yeah, changed that one now.

@Romek and Dameon
Thx for the extra info.

@Drunken_God, Romek, Dameon
Thx for the comments!!
 

Cohadar

master of fugue
Reaction score
209
You are not sure of too many things.
Making tutorials is for people who actually know what they are talking about.

That said I think it is about time someone makes this (with community support as quality assurance) because object editor tutorial has been missing parts for decades.

http://world-editor-tutorials.thehelper.net/objecteditor.php

People on this forum should really get off their lazy asses and complete that.
 

Dameon

"All the power in the world resides in the eyes"
Reaction score
127
You are not sure of too many things.
Making tutorials is for people who actually know what they are talking about.

That said I think it is about time someone makes this (with community support as quality assurance) because object editor tutorial has been missing parts for decades.

http://world-editor-tutorials.thehelper.net/objecteditor.php

People on this forum should really get off their lazy asses and complete that.

Lol the game hasn't been out for decades man, a decade is 10 years, so for it to be decades it would need to be out for over 20 years.

Ps, sorry xeni but I forgot to +rep you yesterday, this is a good tuturial to have and I think a lot of people will need it.
 
2

25cent

Guest
this tutorial is great man..but how about if a i want to make an item formed from 3 items
so i recipe to fuse 3 items into a powerfull one
what should i do in that case?
 

XeNiM666

I lurk for pizza
Reaction score
138
Trigger:
  • Item Combine
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to |CFFFDC689Boots of Speed|r // This is the first item
          • (Item-type of (Item being manipulated)) Equal to |CFFFDC689Gloves of Haste|r // This is the second item
          • (Item-type of (Item being manipulated)) Equal to |CFF91C877Boots of Haste Recipe|r // This is the recipe
      • ((Hero manipulating item) has an item of type |CFFFDC689Boots of Speed|r) Equal to True
      • ((Hero manipulating item) has an item of type |CFFFDC689Gloves of Haste|r) Equal to True
      • ((Hero manipulating item) has an item of type |CFF91C877Boots of Haste (Scroll Recipe)|r) Equal to True
    • Actions
      • Set Item[1] = |CFFFDC689Boots of Speed|r
      • Set Item[2] = |CFFFDC689Gloves of Haste|r
      • Set Item[3] = |CFF91C877Boots of Haste (Scroll Recipe)|r
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • For each (Integer B) from 1 to 3, 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[(Integer B)]
                • Then - Actions
                  • Item - Remove (Item carried by (Hero manipulating item) in slot (Integer A))
                • Else - Actions
      • Special Effect - Create a special effect attached to the origin of (Hero manipulating item) using Abilities\Spells\Items\AIlm\AIlmTarget.mdl // This is the effect created. Change this if you want
      • Special Effect - Destroy (Last created special effect)
      • Hero - Create |CFF91C877Boots of Haste|r and give it to (Hero manipulating item) // This is the stronger Item


in the conditions, in the OR, add your item (Item type of itme being manipulated) == your item. then add in the AND condition ( ( Hero manipulating item ) has item type of your item. Then add in the actions create a variable Item[4] == your item. Also in the For each integer b, change the 3 to 4
 

GooS

Azrael
Reaction score
154
Items are basically objects according to wikipedia. Actually, it means this: Item, entry
in a list, or one object in a collection of objects. It's like that. Items are things
that are dropped from creeps, which help you to survive longer or fight better.

Items are not only dropped but can be given (quest, dialog trigger etc.), looted from world objects (chests etc.), can be triggered to drop from players (Gem of True Sight, DotA), some more ways are certainly possible, but yes, creeps are the most common.

Survival and Fighting are also the most common items but not the only, quest items, support items (probably falls under survival), enhancement item (the recipe way), proffesion items (may be seen in RPGs) some more could probably be seen around the Warcraft universe.

Then edit the abilities, icons, models and descriptions and viola, you have your own custom item.

"Voila"


Good descriptions of the options custom items have, neat GUI triggers, add some in "What are items" and I'm happy as can be :)
 

Romek

Super Moderator
Reaction score
963
If you're not sure about things, then do some testing.
It looks unprofessional when some of the fields are "Dunno" or "Not sure".

Stats - Priority

I explained this one earlier.
 

Romek

Super Moderator
Reaction score
963
Stats - Can Be Sold To Merchants
This is like "Can be Sold". True usually unless you like it to be Unique and cannot
be sold even for 1,000,000 Gold like DotA's Divine Rapier.

You might want to give a better explanation of things instead of constantly using DotA examples. If I didn't know what these already do, then I'd be lost.

Some Item Field
"Like DotAs Item.."
 

janhellyeah

New Member
Reaction score
0
What if the recipe needs two or more of the same item? I tried duplicating the condition trigger but it doesn't work.:banghead:
 

XeNiM666

I lurk for pizza
Reaction score
138
Code:
Item Check
    Events
        Unit - A unit Acquires an item
    Conditions
    Actions
        Set Integer = 0
        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 [I]* your item *[/I]
                    Then - Actions
                        Set Integer = (Integer + 1)
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions 
                                ----- This is the number of items of the same type e.g. 2 Boots of speed
                                Integer Equal to 2 
                            Then - Actions
                                For each (Integer A) from 1 to Integer, do (Actions)
                                    Loop - Actions
                                        Hero - Drop (Item carried by (Hero manipulating item) of type [I]* your item *[/I]) from (Hero manipulating item)
                                        Item - Remove (Last dropped item)
                                Do create the item, effect blah blah blah
                            Else - Actions
 
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