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