How would you make a recipe system, so just say if a hero has a certain 3 items it deletes those items and gives the hero a new item.
exmple to make a Sword of fire you need a fire orb and a sword.
so when a hero gets a sword and a fire orb it takes those items away from him and gives him a sword of fire i donno how you would be able to do this :/
heh Events Unit - A unit Acquires an item Conditions (Item carried by (Hero manipulating item) in slot 1) Equal to (Item carried by (Hero manipulating item) of type Searing Blade) (Item-type of (Item being manipulated)) Equal to Orb of Fire Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Item carried by (Hero manipulating item) in slot 2) Equal to (Item carried by (Hero manipulating item) of type Orb of Fire) Then - Actions Item - Remove (Item carried by (Hero manipulating item) in slot 1) Item - Remove (Item carried by (Hero manipulating item) in slot 2) Hero - Create Flame Sword and give it to (Hero manipulating item) Else - Actions Do nothing
heh Events Unit - A unit Acquires an item Conditions (Item carried by (Hero manipulating item) in slot 1) Equal to (Item carried by (Hero manipulating item) of type Searing Blade) (Item-type of (Item being manipulated)) Equal to Orb of Fire Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Item carried by (Hero manipulating item) in slot 2) Equal to (Item carried by (Hero manipulating item) of type Orb of Fire) Then - Actions Item - Remove (Item carried by (Hero manipulating item) in slot 1) Item - Remove (Item carried by (Hero manipulating item) in slot 2) Hero - Create Flame Sword and give it to (Hero manipulating item) Else - Actions Do nothing
ya that would work but the items have to be in the first 2 slots how would you make it so it doesnt have to be in the first 2 slots can be anywhere.
1. create 2 triggers 2. customize 3 items such as A,B,C 3. make a dummy spell
Pseudocode1:
E: a unit acquires an item C: Item-type of (item being manipulated) equal to A Item-type of (item being manipulated) equal to A unit type of hero manipulating item = your hero A: give (dummy spell) to hero manipulating item
Note: add something that will check all the condition bcoz I am not sure if the action will proceed even if the unit will acquire only one of those items.
Pseudocode2:
E: a unit begins casting an ability C: unit type of casting unit = your hero ability being cast = dummy spell A: give item C to the casting unit remove ability for the casting unit