just had a great idea on how to make on extended inventory (more than 6 slots)
I know that alot of you have been asking this and here is a solution
Variables: ItemPage_1 (array 6) Type: Item type
Custom Items: a dummy item called "next Page" or "Page 2" that can be used just by left clicking but does not do anything (lets just say that the item can cast "roar") and cannot be dropped.
Triggers: (here is where it gets brilliant )
Trigger 1: "map initialisation"
Event: map initialisation
Action:Create item for hero of type "next page"
Trigger 2: "Load next page'
Event: generic unit event: a unit (begins casting an ability)
Conditions: Ability comparision: ability being cast is equal to "roar" (or whatever dummy spell your item casts)
Actions: Set variable: Set ItemPage_1 (1) equal to (item carried by hero(in slot 1))
Set variable: Set ItemPage_1 (1) equal to (item carried by hero(in slot 1))
E.T.C
(keep going till u save all item slots for hero in that variable)
Then have the action to remove all items from slots 1-6 in hero...
So wait... what did we just do?
What happens now is when aplayer clicks on the "next page" item we save all the item types (Not the ittems, the item Types) in the variable Itempage_1... then we deleate all the items in the inventory
Then if the player clicks on that item again, to rreload the original items we do this;
Trigger: "load first page"
Event: Player egins casting an ability
condition: ability being cast is equal to "roar"
Action:
create item for hero of type (Itempage_1 (1))
create item for hero of type (Itempage_1 (2))
create item for hero of type (Itempage_1 (3))
create item for hero of type (Itempage_1 (4))
create item for hero of type (Itempage_1 (5))
create item for hero of type (Itempage_1 (6))
So... what did that do you say?... what that did was when the player clicks the next page item again, We create an item of the same original type that we saved into the variable "Itemtype_1" and gave it to the hero.... in effect it SEEMS like we have a big inventory but we are actually just creating the same item type that the hero sterted with
H have not tried this myself because i have been very busy but it suld work... happy to help and pease give me ur comments
P.S. i am also awaere that this probably didnt make any sence what soever but still... someone might have got it!
=Phew!= that was alot of typing!
I know that alot of you have been asking this and here is a solution
Variables: ItemPage_1 (array 6) Type: Item type
Custom Items: a dummy item called "next Page" or "Page 2" that can be used just by left clicking but does not do anything (lets just say that the item can cast "roar") and cannot be dropped.
Triggers: (here is where it gets brilliant )
Trigger 1: "map initialisation"
Event: map initialisation
Action:Create item for hero of type "next page"
Trigger 2: "Load next page'
Event: generic unit event: a unit (begins casting an ability)
Conditions: Ability comparision: ability being cast is equal to "roar" (or whatever dummy spell your item casts)
Actions: Set variable: Set ItemPage_1 (1) equal to (item carried by hero(in slot 1))
Set variable: Set ItemPage_1 (1) equal to (item carried by hero(in slot 1))
E.T.C
(keep going till u save all item slots for hero in that variable)
Then have the action to remove all items from slots 1-6 in hero...
So wait... what did we just do?
What happens now is when aplayer clicks on the "next page" item we save all the item types (Not the ittems, the item Types) in the variable Itempage_1... then we deleate all the items in the inventory
Then if the player clicks on that item again, to rreload the original items we do this;
Trigger: "load first page"
Event: Player egins casting an ability
condition: ability being cast is equal to "roar"
Action:
create item for hero of type (Itempage_1 (1))
create item for hero of type (Itempage_1 (2))
create item for hero of type (Itempage_1 (3))
create item for hero of type (Itempage_1 (4))
create item for hero of type (Itempage_1 (5))
create item for hero of type (Itempage_1 (6))
So... what did that do you say?... what that did was when the player clicks the next page item again, We create an item of the same original type that we saved into the variable "Itemtype_1" and gave it to the hero.... in effect it SEEMS like we have a big inventory but we are actually just creating the same item type that the hero sterted with
H have not tried this myself because i have been very busy but it suld work... happy to help and pease give me ur comments
P.S. i am also awaere that this probably didnt make any sence what soever but still... someone might have got it!
=Phew!= that was alot of typing!