3. Designing your first Item
Creating an item is easier than creating a tower, because you need no model. Many steps are similiar to those of towers. For each similiar step, only a link to the corresponding chapter about towers will be given.
First set up your development environment, just like for towers: Setting up your developement environment.
If you have already created a tower, creating an item will be very easy. However, note that items should not be created in whole families. Create only single items. Of course, especially for common items with very common abilities, you can make different versions of your items (then you can also use the same icon), but they won't be linked as a family but treated as own items.
Like for towers, you see your item in the middle of the map. Enter the object editor, here you will find one custom item named "YOUR ITEM". This is, surprisingly, your item. Note that you are not allowed to change most values for your item in the object editor (they will just get ignored by the script). The only values you can and should change are:
Of course there may be items with very special triggered abilities. However, many items will just alter a tower's statistics (for example grant bonus damage).
There is a trigger comparable to the modification table for towers in the category "YOUR ITEM CONFIG" called Modification Table. These are modifications that will be applied to a tower wielding this item. Check the corresponding tower chapter, it is exactly done like there (only some available values differ from the modification table for towers).
There are some small differences to towers:
Next, the event reaction functions do not take a variable of type Tower but a variable of type Item (of course).
strut Item //Real numbers attached to this item that you can use for whatever you want. //Note that their values are undefined until you define them real userReal real userReal2 real userReal3 //Integer numbers attached to this item that you can use for whatever you want. //Note that their values are undefined until you define them //You can also easily save other stuff like Units, Dummies, Buffs,... in these values //since they can be casted to integer and back without any effort integer userInt integer userInt2 integer userInt3 //The unit carrying this item (or 0 if it is not carried by a valid unit at the moment) method getCarrier takes nothing returns Unit //Gets you the type of this item method getItemType takes nothing returns ItemType //Gets the item that is wrapped by this Item method getItem takes nothing returns item //Gets the Playor that owns this item method getOwner takes nothing returns Playor //Gets the charges remaining on this item //If this function returns 0 this item either has 0 or an infinite amount of charges method getCharges takes nothing returns integer //Sets the charges remaining on this item //If you insert 0, the item will have an infinite number of charges method setCharges takes integer num returns nothing
So as you see, you have userReals and ints like for your towers to store values for your triggers. The most important function is the getCarrier function that returns the unit (tower) carrying the item and the getOwner function that gets the owner of this item.
So basically, you do the same stuff you would do for towers, but you have to get the tower by calling getCarrier.
Note that items cannot have more than one autocast, because autocasting an item means using it and there is no way to use an item in two ways.
Just like for towers, you can use the balance constants table also for items.
The final difference to towers is that all triggers have a "@goldcost=" value in their trigger comment. This value is used to balance the item. More about that in the next chapter.
Towers are balanced by setting their abil_factor that alters their damage. Items cannot be balanced in this way since they deal no combat damage.
Good news first: The values you modify in the modification table are balanced automatically, i.e. their goldcost is calculated by the script. So you must only set goldcosts for your triggered stuff. This is done by setting the "@goldcost=" for your used triggers to the gold value that they should cost.
This is done by estimating how much gold the triggered ability is worth. I.e. how much would a tower cost that only has this ability and abil_factor 0.0, i.e. that puts its whole strength into its ability. For example, a spell that deals around 100 dps should cost, according to the tower balance 1dps/gold formula, 100 gold.
For other abilities just imagine (or check towers in the webscript) towers with similiar abilities. For example, a +30% damage aura would be placed in a 2500 gold tower with a 0.6 abil factor, so the ability was worth 0.4*2500 = 1000 gold.
Note that the goldcost you enter for your item in the object editor is ignored, only the goldcosts of the triggers count.
If an ability uses more triggers, you should accumulate its goldcost in one trigger and set the other trigger's goldcost to 0.
Note that the max price for common items is 1100 gold which equals an item that will drop around level 80. The more rare an item is (the same rarity grades as for towers exist), the more gold it may cost. Unique items may cost up to around 2700 gold. If your item is to expensive, the export script will throw an error. Note that the goldcost can raise quickly when using some modification table values that are very strong.
Basically, you have to do the same as for towers. Insert values in the settings trigger (rarity, author,...) and save your item.
Then do the same things as you would do for a tower (Exporting your tower and testing it). However, you don't have to provide a screenshot of course.