- Joined
- Dec 6, 2009
- Messages
- 168
Hi, I have downloaded and done exactly everything from this map: http://www.hiveworkshop.com/forums/spells-569/mui-advanced-equipment-system-save-load-event-133727/?prev=of%3Ddownloads_month%26order%3DDESC
I got the right World editor and followed every step on ''How to use''
The only thing I have changed is the Item ID Numbers, but those I also changed in the trigger so I think that should be working. Here my Trigger is:
and like it says I haven't edited anything from the trigger below.
And here I have only changed the Item Id numbers aswell. The Reason I changed the id's was that I already had some of the id's on other items.
I got the requiered systems aswell and I have chosen the hero I want to give the ''Equipment''
I got the right World editor and followed every step on ''How to use''
The only thing I have changed is the Item ID Numbers, but those I also changed in the trigger so I think that should be working. Here my Trigger is:
JASS:
library AdvancedEquipmentSystem requires LinkedListModule, RegisterPlayerUnitEvent
// The_Witcher's Equipment System
//
// This is my easy to use equipment system, which adds an equipment screen to any unit you want.
// equipped items can give up abilities to the owner and can change the animations of him...
//
//
// To learn how to use this system please read the "How To Use" delivered in the demo map
//
//
// Requirements:
// JASS knowledge
// LinkedList ([url]http://www.hiveworkshop.com/forums/jass-resources-412/snippet-linkedlistmodule-206552/[/url])
// RegisterPlayerUnitEvent ([url]http://www.hiveworkshop.com/forums/jass-resources-412/snippet-registerplayerunitevent-203338/[/url])
//
// have fun^^
//**************************************************
//********************SETUP PART********************
//**************************************************
globals
// this is the rawcode of the unit which works as inventory
public constant integer INVENTORY_DUMMY = 'h007'
// this is the class you selected as mainhand class
public constant integer MAINHAND_CLASS = 0
// this is the class you selected as offhand class
public constant integer OFFHAND_CLASS = 1
// this is the amount of total classes you have
public constant integer CLASSES = 9
// this is the ability to close the inventory
public constant integer EXIT_ABILITY = 'AExi'
// this is the ability to open the inventory
public constant integer OPEN_ABILITY = 'A003'
// this is the ability which gives the dummy the same inventory as your hero has
public constant integer INVENTORY_ABILITY = 'AInv'
// this is the icon ability shown in the offhand slot when a twhoanded weapon is equipeed
public constant integer TWOHAND_ABILITY = 'A00Z'
public constant boolean SHOW_TWOHAND_ABILITY = true
// this is the text shown when a unit is trying to equip an item which it isnt allowed to
// example: " can't equip " becomes ingame something like Soldier can't equip Giant Sword
public constant string UNABLE_TO_EQUIP_STRING = " can't equip "
endglobals
//************************************************************
//********************SETUP PART ENDS HERE********************
//************************************************************
//*****************Don't edit anything below******************
//************************************************************
and like it says I haven't edited anything from the trigger below.
JASS:
scope SetupAdvancedEquipmentSystem initializer Initialize
globals
integer AMULET_CLASS = 2
integer ARMOR_CLASS = 3
integer BOOTS_CLASS = 4
integer GLOVES_CLASS = 5
integer RING_CLASS = 6
integer HELMET_CLASS = 7
integer SPECIAL_CLASS = 8
endglobals
private function Initialize takes nothing returns nothing
// here you have to give an icon ability for every empty slot
// this is my setup for the testmap
// WARNING: class 0 and 1 are taken as main and offhand slots! start with 2 for new indexes
call AdvancedEquipmentSystem_RegisterNewClass('AMin', AdvancedEquipmentSystem_MAINHAND_CLASS)//Mainhand
call AdvancedEquipmentSystem_RegisterNewClass('Aoff', AdvancedEquipmentSystem_OFFHAND_CLASS)//Offhand
call AdvancedEquipmentSystem_RegisterNewClass('AMul', AMULET_CLASS)//Amulet
call AdvancedEquipmentSystem_RegisterNewClass('Armo', ARMOR_CLASS)//Armor
call AdvancedEquipmentSystem_RegisterNewClass('Abts', BOOTS_CLASS)//Boots
call AdvancedEquipmentSystem_RegisterNewClass('AGlv', GLOVES_CLASS)//Gloves
call AdvancedEquipmentSystem_RegisterNewClass('ARng', RING_CLASS)//Ring
call AdvancedEquipmentSystem_RegisterNewClass('AHlm', HELMET_CLASS)//Helmet
call AdvancedEquipmentSystem_RegisterNewClass('ASPC', SPECIAL_CLASS)//Special
//in this part set up the items
//you can do this anytime in your map (may cause bugs if not at initialization) by using
//call AdvancedEquipmentSystem_RegisterItem(itemid, abilities, icon, class, twohanded, animation)
// look into the HowToUse for further information
// itemid | icon | class | twohanded? | animationtag
//Silversword
call AdvancedEquipmentSystem_RegisterItem('I0B4', 'A09S', AdvancedEquipmentSystem_MAINHAND_CLASS, false, "Alternate")
call AdvancedEquipmentSystem_AddItemAbility('I0B4', 'AB02')
call EnableItemEquip('I0B4','H001',false)
//sacred stone
call AdvancedEquipmentSystem_RegisterItem('I0B0', 'A09K', SPECIAL_CLASS, false, "")
call AdvancedEquipmentSystem_AddItemAbility('I0B0', 'ABBB')
call AdvancedEquipmentSystem_AddItemAbility('I0B0', 'A09Y')
//Slizer
call AdvancedEquipmentSystem_RegisterItem('I0B5' , 'A08H', AdvancedEquipmentSystem_MAINHAND_CLASS, false, "Alternate")
call AdvancedEquipmentSystem_AddItemAbility('I0B5', 'AB05')
//Razor
call AdvancedEquipmentSystem_RegisterItem('I0B6', 'A09J', AdvancedEquipmentSystem_MAINHAND_CLASS, true, "Channel")
call AdvancedEquipmentSystem_AddItemAbility('I0B6', 'A09I')
//shield
call AdvancedEquipmentSystem_RegisterItem('I0B1', 'A0B9', AdvancedEquipmentSystem_OFFHAND_CLASS, false, "defend")
call AdvancedEquipmentSystem_AddItemAbility('I0B1', 'AB06')
//Amulet of darkness
call AdvancedEquipmentSystem_RegisterItem('I09A', 'A0BB', AMULET_CLASS, false, "")
call AdvancedEquipmentSystem_AddItemAbility('I09A', 'A07S')
//Golems Skin
call AdvancedEquipmentSystem_RegisterItem('I0B3', 'A09N', ARMOR_CLASS, false, "")
call AdvancedEquipmentSystem_AddItemAbility('I0B3', 'A09U')
//Windwalkers
call AdvancedEquipmentSystem_RegisterItem('I0B2', 'A09O', BOOTS_CLASS, false, "")
call AdvancedEquipmentSystem_AddItemAbility('I0B2', 'A09X')
//Stonefists
call AdvancedEquipmentSystem_RegisterItem('I0B7', 'A09P', GLOVES_CLASS, false, "")
call AdvancedEquipmentSystem_AddItemAbility('I0B7', 'A09W')
//Arthuriel
call AdvancedEquipmentSystem_RegisterItem('I0A8', 'A09Q', RING_CLASS, false, "")
call AdvancedEquipmentSystem_AddItemAbility('I0A8', 'A09T')
//Mask of Horror
call AdvancedEquipmentSystem_RegisterItem('I0B9', 'A09R', HELMET_CLASS, false, "")
call AdvancedEquipmentSystem_AddItemAbility('I0B9', 'A09V')
//Axe
call AdvancedEquipmentSystem_RegisterItem('I010', 'A012', AdvancedEquipmentSystem_MAINHAND_CLASS, true, "Channel")
call AdvancedEquipmentSystem_AddItemAbility('I010', 'A011')
endfunction
endscope
And here I have only changed the Item Id numbers aswell. The Reason I changed the id's was that I already had some of the id's on other items.
I got the requiered systems aswell and I have chosen the hero I want to give the ''Equipment''
-
init
-
Events
- Time - Elapsed game time is 0.00 seconds
- Conditions
-
Actions
- Set u = Adventurer 0257 <gen>
- Custom script: call InitEquipment(udg_u)
-
Events