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Diablo III Warcraft Beta v1.19b



This map has been based on the Diablo III Gameplay Video. You may even recognise a few of the in-game events if you've seen it! Please remember that this is a beta version, and may still contain bugs. Anyone can host this online, just let me know if you find any major flaws in the game :)



class_barb.png
class_wd.png
class_wiz.png
class_monk.png



New Classes will be available as Blizzard reveal them :)








Any comments and criticism you guys have is most welcome :)



New Features for this version:

Version 1.19b
- Fixed Major Siegebreaker bug
- Boss ultimates no longer damage themselves
- Fixed minor pathing bug
- Tooltip updates
- A few terrain updates

Version 1.19
- New Class: Monk
- Refined Auto-balancing systems
- A few new items
- Major reterraining
- New hi-res skins by Cycloverid
- New models for various units
- Various Bug Fixes


New Features for this version:

- Several New models and skins
- New Interface
- New Icons
- Several new items
- Full Screen Inventory System
- Auto-balance system (player number dependant)
- Major Terraining updates
- Improved triggering in several areas
- Archivist Cinematic added (Random occurence)
- A few new spells for each class
- Removed Tyrael to make room for extra custom imports.
- New boss abilities
- Custom sounds and music
- Players are now team coloured
- Healing globes heal percentage instead of set amount.
- New events throughout the map
- Now possible to walk back through the entire map
- Several bug fixes from v1.17
- Lots of other small tweaks that ive forgotten about :)




New Features for this version:

- Fixed Camera (By Na_Dann_Ma_GoGo)
- New Hero Picker
- Additional Items
- New Barbarian Fury System
- All items are now class specific
- Increased Caster item drop rates
- Fixed Pathing in several areas



New Features for this version:

- Fixed Hotkeys
- New Terraining for dungeon area
- New SFX and animations for various spells
- Buffed up the bosses some more
- Cleave now lasts 12 seconds instead of 10
- Zombies that spawn after seigebreaker are now removed when tyrael starts (lag reduction)
- Changed light filter to make the game slightly brighter
- Defeat Message now works



New Features for this version:

- New Revive system
- Revives now displayed as lumber, to free 6th slot
- Players can now trade their lives via F11
- resurrected heroes become invulnerable for a few seconds
- Players can resurrect after death if someone trades them a life.

- Revamped Dispatch
- Damage now varies depending on mogrol level
- No longer damages allies
- Can no longer target enemy creeps

- Re-terrained one of the dungeon rooms
- Thousand Pounder has been Redone.
- Fixed Barbarian Walk Speed
- Added new items
- Buffed up the bosses some more



New Features for this version:

- Repick option added
- Revamped the Skeleton King boss
- New Items
- Minor Terrain Updates
- Changed a few unit models
- fixed health drops for various enemies
- Altered item drop rates slightly
- "Dispatch" ability added to Witch Doctor
- Class descriptions in quest menu
- Reduced fog thickness slightly


New Features for this version:

- Fixed bug where skeleton kings summons belong to the wrong player
- Added Gnarled Walkers before SiegeBreaker
- Reterrained final boss arena to look more like the trailer
- Rebalanced several units
- Ghouls during the "murloc" mini boss are now stronger
- Reward for saving Deckard Cain
- A portal is opened after the skeleton king, instead of auto teleport
- 1 new item
- more ghosts in chest trap
- Agility no longer gives increased attack rate
- Cleave ability is now casted instead of permanent
- Buffed up several items
- Fixed a few description typo's
- changed SFX on the portals after killing the siegebreaker


New Features for this version:

- Boney Chest Piece DISBTN Fixed
- New Terrain
- Changed fog colour to better suit the gameplay videos
- Rebalancing of several creeps
- New Model for Thousand Pounder
- Thousand Pounder now casts rage on itself at 4000hp (Faster Attack Rate)
- New Enemy Unit "The Unburied" as seen on the official site
- Skeleton King Inferno has larger area of effect
- Fixed Stamina description
- Lvl 4 Mongrol bug fixed
- Seismic Slam now has some extra sfx


New Features for this version:

- 14 New Items to increase diversity in characters
- All item drops 100% randomised! Different items every time you play :)
- Skeleton king animations fixed (He no longer freezes when casting inferno)
- Skeleton King now drops a reward item
- Extra levels for Witch Doctor spells
- Yet more description typo fixes
- Fixed bug where units fall off of bridges
- Added some new knockback spells to the siegebreaker
- Reduced collision size further to prevent players from blocking eachother
- Now compatible with the standard world editor! Thanks Bartimaeus! :)


New Features for this version:

- Fixed major inventory bug (allowed players to move items into slots that cant hold them)
- Skeleton Kings Inferno spell now deals damage per flame, rather than all at the end
- Fixed the alpha channels on the Wizard skin
- More description fixes (Where do these keep coming from?? o_O)
- Rebalanced a few creeps
- Added some extra damage to bosses

New Features for this version:

- New inventory system [made by myself :D]
- New animation for Seismic slam
- buffed up mogrols
- increased stats of various creeps / bosses
- new SFX on soul harvest
- Fixed hotkeys for newer skills
- Updated a few descriptions
- Tidied up my trigger layout (No more "copy copy copy")

New Features for this version:

- Brand New User Interface
- Fixed gold cost on items
- stat changes for various units
- News command icons

New Features for this version:

- Removed newer unused imports to reduce file size
- Heroes no longer fall off of bridges
- Added some new SFX to various spells
- Updated spell descriptions
- Another new caster item in game
- New preview pic
- updated models
- Fixed pathing for various areas
- Rebalanced several units

New Features for this version:

- Removed Warrior Class. Lets face it, he wasnt really all that good :)
- Added some new caster items
- Minor Terrain Updates
- Fixed stacking bug
- Fixed Thunder Hammer Bug
- Removed in-game minimap (it kinda made it awkward to play)
- Creeps spawn after finishing the chest-trap
- Skeleton and "murloc" style Boss' made harder
- Added a movie trailer to the website!
- New model for zombie casters
- Reduced collision size slightly

New Features for this version:

- New Item Description Format
- Charged items now stack
- Rage system for Barbarian
- 3 New Items
- New Loading Screen
- New Preview Picture
- Minimap Image
- Various unit stat changes
- "Magic Missiles" ability for the Wizard
- Removed a few unused imports

New Features for this version:

- Descriptions have been redone
- Now with auto player dependant difficulty levels
- Altered drop rate of orbs
- Brand new event (Not in the trailer, but it bulks out the gameplay some more)
- VoidWalker miniboss has more dmg
- New Items
- Fixed some typos
- Rebalancing for various creeps
- Lighting effects to help add some colour to the environment
- No longer protected! I'm gonna make it 100% open source as it should be :)

New Features for this version:

- Updated Terrain (More custom doodads, and a much nicer atmosphere!)
- More variety of creeps
- Knockback system for various spells!
- Removed a few custom models to reduce file size
- Replaced the Cave Dragon mini boss with a new one. Lets face it, he looked pants :p
- Health and mana globe drops are now random
- Pulse ability added to the Wizards Time Shield
- Added some in game conversation (e.g. when you meet cain)
- Replaced the "Puppeteer" boss with the Skeleton featured in the wizard trailer
- Typo fixes
- Added some extra events featured in the videos.

New Features for this version:

- Blood no longer cause SFX Leaks
- Randomized Zombie Scaling
- The clock SFX with tyrael actuall dissapears now :D
- Only melee damage cause enemies to bleed
- Terrain Updates! Outside terrain looks more like the official trailer
- Wizard now has the "Time Shield" ability
- Fire Bombs explode on impact
- New SFX on various abilities
- The beginings of some trigger spells
- Deckard Cain now featured in game as an allied NPC
- Now featuring mana globes as well as health!
- New Preview Pic
- Now Protected (PM me if you wish to make a mod)

New Features for this version:

- More blood from damaging your enemies!
- Health Globes are now red instead of orange :)
- New Secret Area
- Witch Doctor has a new ability
- Minor Bug Fixes
- Tyrael as a boss
- Minor Terrain Improvements




References:

Models:

- Xezko
- levigeorge1617
- Archian
- expresso
- Afronight_76
- Vestras
- General Frank
- Cavman
- Midnighters
- FrIkY
- Misha

Skins:

- Mr.Goblin
- Cycloverid

Icons:

- CRAZYRUSSIAN
- Skrik
- Mr. Frank (Spire Inc.)

Other Systems:

- Paladon

logo.png

THIS MAP IS PROTECTED Due to the sheer amount of file-space necessary for all our map, we have optimised it to make the overall file-size as small as possible. This unfortunately makes the map unable to load in the editor. However, you can download a larger unprotected version here

Keywords:
Diablo, Diablo 3, Diablo III, RPG, Role Playing Game, D3W, D3
Contents

Diablo III Warcraft Beta v1.19b (Map)

Reviews
Vengeancekael Date: 2012/Sep/14 21:47:18 [Please do not send me a message, use Staff Contact] Comment: [Approved] This map's rating has been raised to 4/5 from 3/5 due to the addition of the amazing inventory system. The map's main factor would...
Level 30
Joined
Sep 30, 2008
Messages
1,460
With any luck, we should reach 3rd place in the most downloaded maps today :) Were only like 100 downloads away :D

Also, Ide just like to remind everyone that this project is far from dead :) I've had to put updates on hold while the new inventory is implemented. Otherwise we're going to end up with several version, all with different changes :S

Sorry for the delay! :)

______________________________


Eheeheh very nice, I tried it and it looks very Diablo3-ish. Really well made, has the feeling of D3 to some extent indeed. Aren't the ud ghouls better than murloc?? And indeed... there'd better be spells with 1 second cooldown or 0.5 seconds, diablo III will never have such cooldowns there. 'This item is cannot be carried by ...' rather 'This item cannot be carried by ..' ; larger inventory, many made such systems etc. These are my notes on the map. As the others said, I also think the terrain is beyond perfect, that's what's giving this map the awesomeness. Again it's not diablo if it doesnt have 0.5 1 second cooldowns.

Aye, were working on making the gameplay a little bit faster than before :) I did notice that in the gameplay videos, the barbarian has been buffed up considerably. If you watch it, he hardly loses any health, even when fighting bosses :S If the creeps are too quick to kill, then the game will become incredibly easy :S It's just a case of finding a balance really :p We want the gameplay to be fast, but not too easy either :) Hope that makes sense :D

Also, the current inventory is going to be completely replaced. Lets face it, the one I made isnt all that good ;)
 
Level 15
Joined
Feb 24, 2008
Messages
183
Have you even seen a "Hack and slash" map in Warcraft 3? Its pretty damn impossible to create a map with the same gameplay feeling as in diablo.
Warcraft 3 is created to have a few units with much hp. And that makes it harder for us to customise it to be so fast. If we spawned about 200 "murlocs" and your able to just use a whirl wind through all of them its pretty hard to make that balanced, its nearly impossible.
What about rating the map after you know the faqs that this map wasnt originally suppost to be a replica of diablo 3? It was just suppost to have contents from the gameplay videos.

Indeed it is, the biggest issue in my opinion being that wc3 requires units selection. However one thing that would really help would be to put the spells in QWERTY hotkeys, ignoring ability names. Having your fingers on ECN as a Wizard makes for a very uncomfortable game.

Also something I noticed was that you haven't changed the names of the heroes, hence the very male names on the very female Wizard.

The Time Shield or whatever its name is 'kocking back' by the tooltip.

Also I only tried out Wizard and Barbarian, recommendation, hmm, things that gets you stuck are when you're low in health and have no 'rage', hence one would have to hit a unit to gain rage and with it they would hit you resulting in a swift death.

As for wizard, after some levels one should have gotten the regeneration up making mana a bit less of an issue, but, CD's still got the best of her, I'd say reduce CD, Damage and Manacost a bit, making for more spamability but not so much more damage.

I'll be back very soon for more inputs as I think this is actually on of the best Wc3 maps I've played but it has alot of space for improvement.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Indeed it is, the biggest issue in my opinion being that wc3 requires units selection. However one thing that would really help would be to put the spells in QWERTY hotkeys, ignoring ability names. Having your fingers on ECN as a Wizard makes for a very uncomfortable game.

Also something I noticed was that you haven't changed the names of the heroes, hence the very male names on the very female Wizard.

The Time Shield or whatever its name is 'kocking back' by the tooltip.

Also I only tried out Wizard and Barbarian, recommendation, hmm, things that gets you stuck are when you're low in health and have no 'rage', hence one would have to hit a unit to gain rage and with it they would hit you resulting in a swift death.

As for wizard, after some levels one should have gotten the regeneration up making mana a bit less of an issue, but, CD's still got the best of her, I'd say reduce CD, Damage and Manacost a bit, making for more spamability but not so much more damage.

I'll be back very soon for more inputs as I think this is actually on of the best Wc3 maps I've played but it has alot of space for improvement.

Thanks for the review :D

Yea, I agree about the wizard :) If I can, im going to find a way to make the "Shock Reel" ability auto cast. Obviously I'll need to lower the cooldown and mana cost for this, along with the damage, but yea :D Spamming abilites could definately be fun for the wizard :) She just needs a bigger array of skills to use so it doesnt get repetative :p

As for running out of health, thats definately an issue im going to address :) As it stands, the team is pretty much screwed if they dont have a witch doctor, as he has a healing ability :p I'm going to rework the health orb drops to make it more balanced, and hopefully remove the healing ability all together :) Bosses might prove difficult to balance, but I'll think of something :p Maybe bosses drop some orbs every now and again or something? :p
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
CloudWolf, I'll send you a map which you could continue working on. This map won't require any changes to the inventory meaning that after I'm done I could without problems implement it into yours.

My goal is to finish it TODAY.
 
Level 15
Joined
Feb 24, 2008
Messages
183
If I can, im going to find a way to make the "Shock Reel" ability auto cast.

Can't say that I like auto-cast since it makes for a very passive gameplay which removes much of the intensity that the masses of units create. However some might like the passive life and one can always not use it as an ATCA.

As for this again:

If we spawned about 200 "murlocs" and your able to just use a whirl wind through all of them its pretty hard to make that balanced, its nearly impossible.

As you aren't creating a diablo 'replica' you may ignore this, but, diablo - ignoring the trailers - has never spawned masses of units at once, sure there's alot of units but not all at once, it's the constant flow of units that get the heart of the players pumping, never getting to rest and not allowing them to take their eyes of the screen.
 
Level 30
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Sep 30, 2008
Messages
1,460
CloudWolf, you should perhaps consider TheTerran's suggestion on switching the murloc model with a ghoul. They fit the atmosphere a lot better in my opinion.

Its been suggested before, however, I really feel the murloc model fits the D3 Ghoul better than the undead ghoul model :S

Heres a screen of the D3 ghoul and the Warcraft III models:

01.png
02.png


ITs mainly just the fact that the murloc fits the colour better, and that hes carrying a weapon as well :S

The murloc and ghoul both have the same base model so the animations are the same :p I suppose we could always make a custom skin for the ghoul to make it better suited :)

EDIT: Actually, you know what? looking at the models in the pic, the undead ghoul actually looks quite nice lol :) Maybe if I just find a weapon attachment it could work quite nicely? :)
 
Level 19
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Sep 4, 2007
Messages
2,826
Its been suggested before, however, I really feel the murloc model fits the D3 Ghoul better than the undead ghoul model :S

Heres a screen of the D3 ghoul and the Warcraft III models:

01.png
02.png


ITs mainly just the fact that the murloc fits the colour better, and that hes carrying a weapon as well :S

The murloc and ghoul both have the same base model so the animations are the same :p I suppose we could always make a custom skin for the ghoul to make it better suited :)

EDIT: Actually, you know what? looking at the models in the pic, the undead ghoul actually looks quite nice lol :) Maybe if I just find a weapon attachment it could work quite nicely? :)

Just my thought. Find a weapon which looks pretty epic and lets add some more special blood effects when they're slaughtered. :p

http://www.hiveworkshop.com/forums/resource.php?t=122913&prev=r=20
 
Level 8
Joined
Nov 20, 2008
Messages
445
Hey guys i dont know if you remember me but i promised some time ago i would make some of the wizard spells for you and you said its ok but then some rl shit showed up so i wasnt really able to do anything at all. So now that im back in track with my rl im still up to doing them if you want me. Just give me a response in here. I'll understand if you've found someone else to do em cuz i've been missing for quite some time. :)

Ohh and btw @Red and LTGH:
What model did you used for your inventorys background ??
 
Level 30
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Sep 30, 2008
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1,460
Hey guys i dont know if you remember me but i promised some time ago i would make some of the wizard spells for you and you said its ok but then some rl shit showed up so i wasnt really able to do anything at all. So now that im back in track with my rl im still up to doing them if you want me. Just give me a response in here. I'll understand if you've found someone else to do em cuz i've been missing for quite some time. :)

Ohh and btw @Red and LTGH:
What model did you used for your inventorys background ??

Hey again! :D

At the moment, we've got The_Silent working on spells for us :p However! saying that, we might need some extra hands when blizzard reveals the next class :)

If we need the extra help, I'll give you a buzz :D

As for the inventory, we made it in photoshop, and got someone to make a rectangular model for us with the inventory as the skin ;)
 
Level 8
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Messages
445
Hey again! :D

At the moment, we've got The_Silent working on spells for us :p However! saying that, we might need some extra hands when blizzard reveals the next class :)

If we need the extra help, I'll give you a buzz :D

As for the inventory, we made it in photoshop, and got someone to make a rectangular model for us with the inventory as the skin ;)

Okay no probs :)
Anyway can i have that model. I wont be using your inventory i know how to change model textures and i pretty much can make myself my own texture but i just dont have a model for it to use so if anyone can give it to me im gonna be really thankfull.
 
Level 30
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Okay no probs :)
Anyway can i have that model. I wont be using your inventory i know how to change model textures and i pretty much can make myself my own texture but i just dont have a model for it to use so if anyone can give it to me im gonna be really thankfull.

I have no problem with giving your our inventory model. However, its designed to fit the exact dimension proportions as the skin :) so if you do make a new skin, make sure you use the current skin as a template :p

Ive PM'ed you the files :)
 
Level 34
Joined
Sep 6, 2006
Messages
8,873
After your contest submission, I decided to look into the map. Well made trailer, and screens look good. I downloaded, but I'll only be able to try it single player for a short time today. The rest of my week is booked unfortunately.

Edit: I played the Wizard, and I've got a few suggestions. First off, running out of mana sucks. I'd suggest making it more Diablo style and more fun by having mana regenerate quickly, especially after fights. You want the player to be using skills like mad, not waiting for enough mana to use a skill. Second, she needs her time bubble spell to be nerfed and fixed. Right now it's overpowered imo, at least single player. As well, she can move out of the bubble, but the effect is only around her. I'd make it so that the effect (both passive, and active) are on a dummy unit in the middle of the shield. This would obviously make more sense, and the sell could be used more strategically.

Diablo is fast paced, and you seem to have captured that a bit. However I think with larger mana regeneration, and maybe a slightly larger mana pool, you could make it even more fun. Skills have a quick enough cool down to keep you using them, I think.
 
Last edited:
Level 30
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Sep 30, 2008
Messages
1,460
Its been suggested before, however, I really feel the murloc model fits the D3 Ghoul better than the undead ghoul model :S

Heres a screen of the D3 ghoul and the Warcraft III models:

01.png
02.png


ITs mainly just the fact that the murloc fits the colour better, and that hes carrying a weapon as well :S

The murloc and ghoul both have the same base model so the animations are the same :p I suppose we could always make a custom skin for the ghoul to make it better suited :)

EDIT: Actually, you know what? looking at the models in the pic, the undead ghoul actually looks quite nice lol :) Maybe if I just find a weapon attachment it could work quite nicely? :)

The problem with a lot of the models, is that the sword is way too big :S Heres a small example of the new ghoul in the making xD

03.png
04.png


Nothing special yet, but its getting there :)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Rofl... I think I can finish the inventory very fast. I'll convert the inventory into vJass and using the replace function. I can without any problem replace all the variables. I'll keep 1 GUI backup in case we'll have to change something. :p
 
Level 13
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Mar 23, 2008
Messages
1,214
ìs there a difference on JASS and vJASS. And a reason he converts can be pretty simple if im right. If you use JASS instead of GUI it lags ALOT less, if its a thing like an inventory system.
But im not 100% on this, but i think thats the thing.
 
Level 19
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ìs there a difference on JASS and vJASS. And a reason he converts can be pretty simple if im right. If you use JASS instead of GUI it lags ALOT less, if its a thing like an inventory system.
But im not 100% on this, but i think thats the thing.

It's true but that's not why I'm doing it. The NewGen editor allows replacements for spesific parts. Like replace all script like "Player1" with "Player2". This will replace the entire vJass trigger with Player2. Even if they are inside a text. This will allow me to pretty much finish the trigger in no more than 5 minutes. But I'm taking it very slowly as I have to make sure everything transacts correctly.

Most of the triggers are very well optimized but I can't do this manually without getting insane...

Here is why:

ItemPickup P1 GUI
  • Events
    • Unit - A unit Acquires an item
  • Conditions
    • Heroes[1] Equal to (Triggering unit)
  • Actions
    • Set Selection_Circle[(Player number of (Triggering player))] = No destructible
    • Set A_Inventory_FirstEmpty_Player1 = 0
    • Set Inventory_Found_Slot = False
    • For each (Integer A) from 20 to 34, do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • And - All (Conditions) are true
              • Conditions
                • Inventory_Item_Player1[(Integer A)] Equal to No destructible
                • Inventory_Found_Slot Equal to False
          • Then - Actions
            • Set A_Inventory_FirstEmpty_Player1 = (Integer A)
            • Set Inventory_Found_Slot = True
          • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Integer A) Equal to 34
                • Inventory_Found_Slot Equal to False
              • Then - Actions
                • Set rect = (Position of (Hero manipulating item))
                • Item - Create (Item-type of (Item being manipulated)) at rect
                • Custom script: call RemoveLocation(udg_rect)
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
    • -------- Store data of the item --------
    • Set A_Item_Class_1[A_Inventory_FirstEmpty_Player1] = (Item-class of (Item being manipulated))
    • Set A_Item_Type_1[A_Inventory_FirstEmpty_Player1] = (Item-type of (Item being manipulated))
    • Set A_Inventory_Item_ID_Player1[A_Inventory_FirstEmpty_Player1] = (Item level of (Item being manipulated))
    • Set Inventory_Empty_Player1[A_Inventory_FirstEmpty_Player1] = False
    • -------- Weapons - Class: Artifacts --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Item-class of (Item being manipulated)) Equal to Artifact
      • Then - Actions
        • For each (Integer A) from 1 to 100, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item level of (Item being manipulated)) Equal to (Integer A)
              • Then - Actions
                • Set rect = (Position of Inventory_Unit_ID1[A_Inventory_FirstEmpty_Player1])
                • Destructible - Create a A_Weapon_Item_Icon[(Integer A)] at rect facing 270.00 with scale 9.20 and variation 1
                • Custom script: call RemoveLocation(udg_rect)
                • Set Inventory_Item_Player1[A_Inventory_FirstEmpty_Player1] = (Last created destructible)
                • -------- Store data of the item --------
                • Set A_Weapon_Item_Level_1[A_Inventory_FirstEmpty_Player1] = (Item level of (Item being manipulated))
                • Set A_Item_Ability_1[A_Inventory_FirstEmpty_Player1] = A_Weapon_Item_Ability[(Integer A)]
                • -------- Remove item --------
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
      • Else - Actions
    • -------- Chest Armour - Class: Campaign --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Item-class of (Item being manipulated)) Equal to Campaign
      • Then - Actions
        • For each (Integer A) from 1 to 100, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item level of (Item being manipulated)) Equal to (Integer A)
              • Then - Actions
                • Set rect = (Position of Inventory_Unit_ID1[A_Inventory_FirstEmpty_Player1])
                • Destructible - Create a A_Chest_Item_Icon[(Integer A)] at rect facing 270.00 with scale 9.20 and variation 1
                • Custom script: call RemoveLocation(udg_rect)
                • Set Inventory_Item_Player1[A_Inventory_FirstEmpty_Player1] = (Last created destructible)
                • -------- Store data of the item --------
                • Set A_Chest_Item_Level_1[A_Inventory_FirstEmpty_Player1] = (Item level of (Item being manipulated))
                • Set A_Item_Ability_1[A_Inventory_FirstEmpty_Player1] = A_Chest_Item_Ability[(Integer A)]
                • -------- Remove item --------
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
      • Else - Actions
    • -------- Potions - Class: Power Ups --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Item-class of (Item being manipulated)) Equal to Powerup
      • Then - Actions
        • For each (Integer A) from 1 to 100, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item level of (Item being manipulated)) Equal to (Integer A)
              • Then - Actions
                • -------- Create icon and set variable --------
                • Set rect = (Position of Inventory_Unit_ID1[A_Inventory_FirstEmpty_Player1])
                • Destructible - Create a A_Potion_Item_Icon[(Integer A)] at rect facing 270.00 with scale 9.20 and variation 1
                • Custom script: call RemoveLocation(udg_rect)
                • Set Inventory_Item_Player1[A_Inventory_FirstEmpty_Player1] = (Last created destructible)
                • -------- Store data of the item --------
                • Set A_Potion_Item_Level_1[A_Inventory_FirstEmpty_Player1] = (Item level of (Item being manipulated))
                • -------- Remove item --------
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
      • Else - Actions
    • -------- Ress - Class: No need --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Item-type of (Item being manipulated)) Equal to |cffd713ecRitual of the Dead|r
      • Then - Actions
        • For each (Integer A) from 1 to 100, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item level of (Item being manipulated)) Equal to (Integer A)
              • Then - Actions
                • -------- Create icon and set variable, end trigger. --------
                • Set rect = (Position of Inventory_Unit_ID1[A_Inventory_FirstEmpty_Player1])
                • Destructible - Create a A_Ress_Item_Icon[(Integer A)] at rect facing 270.00 with scale 9.20 and variation 1
                • Custom script: call RemoveLocation(udg_rect)
                • Set Inventory_Item_Player1[A_Inventory_FirstEmpty_Player1] = (Last created destructible)
                • -------- Store data of the item --------
                • Set A_Ress_Item_Level_1[A_Inventory_FirstEmpty_Player1] = (Item level of (Item being manipulated))
                • -------- Remove item --------
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
      • Else - Actions
    • -------- All Other Items - Class: Charged --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Item-class of (Item being manipulated)) Equal to Charged
      • Then - Actions
        • -------- Helmet --------
        • For each (Integer A) from 1 to 20, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item-type of (Item being manipulated)) Equal to A_Helmet_Item_Type[(Integer A)]
              • Then - Actions
                • -------- Create icon and set variable, end trigger. --------
                • Set rect = (Position of Inventory_Unit_ID1[A_Inventory_FirstEmpty_Player1])
                • Destructible - Create a A_Helmet_Item_Icon[(Integer A)] at rect facing 270.00 with scale 9.20 and variation 1
                • Custom script: call RemoveLocation(udg_rect)
                • Set Inventory_Item_Player1[A_Inventory_FirstEmpty_Player1] = (Last created destructible)
                • -------- Store data of the item --------
                • Set A_Helmet_Item_Level_1[A_Inventory_FirstEmpty_Player1] = (Item level of (Item being manipulated))
                • Set A_Item_Ability_1[A_Inventory_FirstEmpty_Player1] = A_Helmet_Item_Ability[(Integer A)]
                • -------- Remove item --------
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
        • -------- Shoulder --------
        • For each (Integer A) from 1 to 20, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item-type of (Item being manipulated)) Equal to A_Helmet_Item_Type[(Integer A)]
              • Then - Actions
                • Set rect = (Position of Inventory_Unit_ID1[A_Inventory_FirstEmpty_Player1])
                • Destructible - Create a A_Shoulders_Item_Icon[(Integer A)] at rect facing 270.00 with scale 9.20 and variation 1
                • Custom script: call RemoveLocation(udg_rect)
                • Set Inventory_Item_Player1[A_Inventory_FirstEmpty_Player1] = (Last created destructible)
                • -------- Store data of the item --------
                • Set A_Shoulders_Item_Level_1[(Integer A)] = (Item level of (Item being manipulated))
                • Set A_Item_Ability_1[A_Inventory_FirstEmpty_Player1] = A_Shoulders_Item_Ability[(Integer A)]
                • -------- Remove item --------
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
        • -------- Neckless --------
        • For each (Integer A) from 1 to 20, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item-type of (Item being manipulated)) Equal to A_Neckless_Item_Type[(Integer A)]
              • Then - Actions
                • Set rect = (Position of Inventory_Unit_ID1[A_Inventory_FirstEmpty_Player1])
                • Destructible - Create a A_Neckless_Item_Icon[(Integer A)] at rect facing 270.00 with scale 9.20 and variation 1
                • Custom script: call RemoveLocation(udg_rect)
                • Set Inventory_Item_Player1[A_Inventory_FirstEmpty_Player1] = (Last created destructible)
                • -------- Store data of the item --------
                • Set A_Neckless_Item_Level_1[(Integer A)] = (Item level of (Item being manipulated))
                • Set A_Item_Ability_1[A_Inventory_FirstEmpty_Player1] = A_Neckless_Item_Ability[(Integer A)]
                • -------- Remove item --------
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
        • -------- Gloves --------
        • For each (Integer A) from 1 to 20, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item-type of (Item being manipulated)) Equal to A_Gloves_Item_Type[(Integer A)]
              • Then - Actions
                • Set rect = (Position of Inventory_Unit_ID1[A_Inventory_FirstEmpty_Player1])
                • Destructible - Create a A_Gloves_Item_Icon[(Integer A)] at rect facing 270.00 with scale 9.20 and variation 1
                • Custom script: call RemoveLocation(udg_rect)
                • Set Inventory_Item_Player1[A_Inventory_FirstEmpty_Player1] = (Last created destructible)
                • -------- Store data of the item --------
                • Set A_Gloves_Item_Level_1[(Integer A)] = (Item level of (Item being manipulated))
                • Set A_Item_Ability_1[A_Inventory_FirstEmpty_Player1] = A_Gloves_Item_Ability[(Integer A)]
                • -------- Remove item --------
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
        • -------- Pants --------
        • For each (Integer A) from 1 to 20, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item-type of (Item being manipulated)) Equal to A_Pants_Item_Type[(Integer A)]
              • Then - Actions
                • Set rect = (Position of Inventory_Unit_ID1[A_Inventory_FirstEmpty_Player1])
                • Destructible - Create a A_Pants_Item_Icon[(Integer A)] at rect facing 270.00 with scale 9.20 and variation 1
                • Custom script: call RemoveLocation(udg_rect)
                • Set Inventory_Item_Player1[A_Inventory_FirstEmpty_Player1] = (Last created destructible)
                • -------- Store data of the item --------
                • Set A_Pants_Item_Level_1[A_Inventory_FirstEmpty_Player1] = (Item level of (Item being manipulated))
                • Set A_Item_Ability_1[A_Inventory_FirstEmpty_Player1] = A_Pants_Item_Ability[(Integer A)]
                • -------- Remove item --------
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
        • -------- Belt --------
        • For each (Integer A) from 1 to 20, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item-type of (Item being manipulated)) Equal to A_Belt_Item_Type[(Integer A)]
              • Then - Actions
                • Set rect = (Position of Inventory_Unit_ID1[A_Inventory_FirstEmpty_Player1])
                • Destructible - Create a A_Belt_Item_Icon[(Integer A)] at rect facing 270.00 with scale 9.20 and variation 1
                • Custom script: call RemoveLocation(udg_rect)
                • Set Inventory_Item_Player1[A_Inventory_FirstEmpty_Player1] = (Last created destructible)
                • -------- Store data of the item --------
                • Set A_Belt_Item_Level_1[(Integer A)] = (Item level of (Item being manipulated))
                • Set A_Item_Ability_1[A_Inventory_FirstEmpty_Player1] = A_Belt_Item_Ability[(Integer A)]
                • -------- Remove item --------
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
        • -------- Boots --------
        • For each (Integer A) from 1 to 20, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item-type of (Item being manipulated)) Equal to A_Boots_Item_Type[(Integer A)]
              • Then - Actions
                • Set rect = (Position of Inventory_Unit_ID1[A_Inventory_FirstEmpty_Player1])
                • Destructible - Create a A_Boots_Item_Icon[(Integer A)] at rect facing 270.00 with scale 9.20 and variation 1
                • Custom script: call RemoveLocation(udg_rect)
                • Set Inventory_Item_Player1[A_Inventory_FirstEmpty_Player1] = (Last created destructible)
                • -------- Store data of the item --------
                • Set A_Boots_Item_Level_1[(Integer A)] = (Item level of (Item being manipulated))
                • Set A_Item_Ability_1[A_Inventory_FirstEmpty_Player1] = A_Boots_Item_Ability[(Integer A)]
                • -------- Remove item --------
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
        • -------- Ring --------
        • For each (Integer A) from 1 to 20, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item-type of (Item being manipulated)) Equal to A_Ring_Item_Type[(Integer A)]
              • Then - Actions
                • Set rect = (Position of Inventory_Unit_ID1[A_Inventory_FirstEmpty_Player1])
                • Destructible - Create a A_Ring_Item_Icon[(Integer A)] at rect facing 270.00 with scale 9.20 and variation 1
                • Custom script: call RemoveLocation(udg_rect)
                • Set Inventory_Item_Player1[A_Inventory_FirstEmpty_Player1] = (Last created destructible)
                • -------- Store data of the item --------
                • Set A_Ring_Item_Level_1[(Integer A)] = (Item level of (Item being manipulated))
                • Set A_Item_Ability_1[A_Inventory_FirstEmpty_Player1] = A_Ring_Item_Ability[(Integer A)]
                • -------- Remove item --------
                • Item - Remove (Item being manipulated)
                • Skip remaining actions
              • Else - Actions
      • Else - Actions


There is 3-5x more.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Sorry for double posting but here is the rest which I have to make for all 6 players. And no copy and paste won't do. It would take an entire day which would give me a seizure.


  • Inventory P1 GUI
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
      • Player - Player 6 (Orange) Selects a unit
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Inventory Dummy
      • (Triggering player) Equal to Player 1 (Red)
    • Actions
      • Selection - Clear selection for (Triggering player)
      • Selection - Select Heroes[(Player number of (Triggering player))] for (Triggering player)
      • -------- Select a slot --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Inventory_Selected_Is_True[(Player number of (Triggering player))] Equal to False
          • A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] Not equal to 0
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Custom value of (Triggering unit)) Equal to Inventory_Selected_Slot[(Player number of (Triggering player))]
            • Then - Actions
              • For each (Integer A) from 1 to 20, do (Actions)
                • Loop - Actions
                  • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                  • Multiboard - Hide A_Multiboard_Helmet[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Shoulders[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Neckless[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Gloves[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Chest[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Pants[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Belt[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Boots[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Ring[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Weapons[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Ress[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Potions[(Integer A)]
                  • Custom script: endif
              • -------- Delete Selection Circle --------
              • Destructible - Remove Selection_Circle[(Player number of (Triggering player))]
              • Set Selection_Circle[(Player number of (Triggering player))] = No destructible
              • -------- Reset Selection --------
              • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
              • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
              • Skip remaining actions
            • Else - Actions
          • -------- Removes old selection circle --------
          • Destructible - Remove Selection_Circle[(Player number of (Triggering player))]
          • Set Selection_Circle[(Player number of (Triggering player))] = No destructible
          • -------- Set New Circle --------
          • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = (Custom value of (Triggering unit))
          • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
          • -------- Create a new selection circle --------
          • Set rect = (Position of (Triggering unit))
          • Destructible - Create a -Icon - Selection Circle at rect facing 270.00 with scale 9.20 and variation 0
          • Custom script: call RemoveLocation(udg_rect)
          • Set Selection_Circle[(Player number of (Triggering player))] = (Last created destructible)
          • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = (Custom value of (Triggering unit))
          • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 1
          • -------- Show Multiboard --------
          • -------- Remove Selection and Hide Multiboard if already selected --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
            • Then - Actions
              • -------- Weapon --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to Artifact
                • Then - Actions
                  • For each (Integer A) from 1 to 20, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Weapon_Item_Type[(Integer A)]
                        • Then - Actions
                          • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                          • Multiboard - Show A_Multiboard_Weapons[(Integer A)]
                          • Custom script: endif
                        • Else - Actions
                  • -------- Chest --------
                • Else - Actions
              • -------- Chest --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to Campaign
                • Then - Actions
                  • For each (Integer A) from 1 to 20, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Chest_Item_Type[(Integer A)]
                        • Then - Actions
                          • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                          • Multiboard - Show A_Multiboard_Chest[(Integer A)]
                          • Custom script: endif
                        • Else - Actions
                • Else - Actions
              • -------- Potions --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to Powerup
                • Then - Actions
                  • For each (Integer A) from 1 to 20, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Potion_Item_Type_Pickup[(Integer A)]
                        • Then - Actions
                          • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                          • Multiboard - Show A_Multiboard_Potions[(Integer A)]
                          • Custom script: endif
                        • Else - Actions
                • Else - Actions
              • -------- All Other Item --------
              • -------- Helmet --------
              • For each (Integer A) from 1 to 20, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Helmet_Item_Type[(Integer A)]
                    • Then - Actions
                      • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                      • Multiboard - Show A_Multiboard_Helmet[(Integer A)]
                      • Custom script: endif
                    • Else - Actions
              • -------- Shoulders --------
              • For each (Integer A) from 1 to 20, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Shoulders_Item_Type[(Integer A)]
                    • Then - Actions
                      • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                      • Multiboard - Show A_Multiboard_Shoulders[(Integer A)]
                      • Custom script: endif
                    • Else - Actions
              • -------- Neckless --------
              • For each (Integer A) from 1 to 20, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Neckless_Item_Type[(Integer A)]
                    • Then - Actions
                      • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                      • Multiboard - Show A_Multiboard_Neckless[(Integer A)]
                      • Custom script: endif
                    • Else - Actions
              • -------- Gloves --------
              • For each (Integer A) from 1 to 20, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Gloves_Item_Type[(Integer A)]
                    • Then - Actions
                      • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                      • Multiboard - Show A_Multiboard_Gloves[(Integer A)]
                      • Custom script: endif
                    • Else - Actions
              • -------- Pants --------
              • For each (Integer A) from 1 to 20, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Pants_Item_Type[(Integer A)]
                    • Then - Actions
                      • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                      • Multiboard - Show A_Multiboard_Pants[(Integer A)]
                      • Custom script: endif
                    • Else - Actions
              • -------- Belt --------
              • For each (Integer A) from 1 to 20, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Belt_Item_Type[(Integer A)]
                    • Then - Actions
                      • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                      • Multiboard - Show A_Multiboard_Belt[(Integer A)]
                      • Custom script: endif
                    • Else - Actions
              • -------- Boots --------
              • For each (Integer A) from 1 to 20, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Boots_Item_Type[(Integer A)]
                    • Then - Actions
                      • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                      • Multiboard - Show A_Multiboard_Boots[(Integer A)]
                      • Custom script: endif
                    • Else - Actions
              • -------- Ring --------
              • For each (Integer A) from 1 to 20, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • A_Item_Type_1[(Custom value of (Triggering unit))] Equal to A_Ring_Item_Type[(Integer A)]
                    • Then - Actions
                      • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                      • Multiboard - Show A_Multiboard_Ring[(Integer A)]
                      • Custom script: endif
                    • Else - Actions
              • Skip remaining actions
            • Else - Actions
        • Else - Actions
      • -------- Equipping time! --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Inventory_Selected_True_False[(Player number of (Triggering player))] Equal to 1
          • (Heroes[(Player number of (Triggering player))] is alive) Equal to True
        • Then - Actions
          • -------- Removes old selection circle --------
          • Destructible - Remove Selection_Circle[(Player number of (Triggering player))]
          • Set Selection_Circle[(Player number of (Triggering player))] = No destructible
          • -------- One handed weapons --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Custom value of (Triggering unit)) Equal to 10
              • A_Inventory_Item_ID_Player1[10] Equal to 0
              • A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to Artifact
            • Then - Actions
              • For each (Integer A) from 1 to 100, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to (Integer A)
                    • Then - Actions
                      • -------- Temporary Solution: Restricts heroes' ability to add two weapons of same type to prevent bugs. --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • A_Item_Type_1[11] Equal to A_Weapon_Item_Type[(Integer A)]
                        • Then - Actions
                          • -------- Remove old icon --------
                          • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
                          • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
                          • -------- Reset Selection --------
                          • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                          • Multiboard - Hide A_Multiboard_Weapons[(Integer A)]
                          • Custom script: endif
                          • Skip remaining actions
                        • Else - Actions
                          • Set A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] = (Integer A)
                          • -------- Add Bonuses --------
                          • Set A_Item_Ability_1[(Custom value of (Triggering unit))] = A_Weapon_Item_Ability[(Integer A)]
                          • Unit - Add A_Item_Ability_1[(Custom value of (Triggering unit))] to Heroes[(Player number of (Triggering player))]
                          • -------- Create new icon --------
                          • Set rect = (Position of (Triggering unit))
                          • Destructible - Create a A_Weapon_Item_Icon[(Integer A)] at (Position of (Triggering unit)) facing 270.00 with scale 6.50 and variation 1
                          • Custom script: call RemoveLocation(udg_rect)
                          • Set Inventory_Item_Player1[(Custom value of (Triggering unit))] = (Last created destructible)
                          • -------- Switch Values between slot --------
                          • Set A_Item_Class_1[(Custom value of (Triggering unit))] = A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • Set A_Item_Type_1[(Custom value of (Triggering unit))] = A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • Set A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-class of No item)
                          • Set A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-type of No item)
                          • -------- Remove old icon --------
                          • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • -------- Reset Selection --------
                          • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
                          • Set A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
                          • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
                          • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
                          • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
                          • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                          • Multiboard - Hide A_Multiboard_Weapons[(Integer A)]
                          • Custom script: endif
                          • Skip remaining actions
                    • Else - Actions
            • Else - Actions
          • -------- Want to Duelwield? --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • |cffe48b05Barbarian|r Equal to (Unit-type of Red_Hero)
              • (Custom value of (Triggering unit)) Equal to 11
              • A_Inventory_Item_ID_Player1[11] Equal to 0
              • A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to Artifact
            • Then - Actions
              • For each (Integer A) from 1 to 100, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to (Integer A)
                    • Then - Actions
                      • -------- Temporary Solution: Restricts heroes' ability to add two weapons of same type to prevent bugs. --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • A_Item_Type_1[10] Equal to A_Weapon_Item_Type[(Integer A)]
                        • Then - Actions
                          • -------- Remove old icon --------
                          • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
                          • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
                          • -------- Reset Selection --------
                          • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                          • Multiboard - Hide A_Multiboard_Weapons[(Integer A)]
                          • Custom script: endif
                          • Skip remaining actions
                        • Else - Actions
                          • Set A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] = (Integer A)
                          • -------- Add Bonuses --------
                          • Set A_Item_Ability_1[(Custom value of (Triggering unit))] = A_Weapon_Item_Ability[(Integer A)]
                          • Unit - Add A_Item_Ability_1[(Custom value of (Triggering unit))] to Heroes[(Player number of (Triggering player))]
                          • -------- Create new icon --------
                          • Set rect = (Position of (Triggering unit))
                          • Destructible - Create a A_Weapon_Item_Icon[(Integer A)] at rect facing 270.00 with scale 6.50 and variation 1
                          • Custom script: call RemoveLocation(udg_rect)
                          • Set Inventory_Item_Player1[(Custom value of (Triggering unit))] = (Last created destructible)
                          • -------- Switch Values between slot --------
                          • Set A_Item_Class_1[(Custom value of (Triggering unit))] = A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • Set A_Item_Type_1[(Custom value of (Triggering unit))] = A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • Set A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-class of No item)
                          • Set A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-type of No item)
                          • -------- Remove old icon --------
                          • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • -------- Reset Selection --------
                          • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
                          • Set A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
                          • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
                          • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
                          • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
                          • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                          • Multiboard - Hide A_Multiboard_Weapons[(Integer A)]
                          • Custom script: endif
                          • Skip remaining actions
                    • Else - Actions
            • Else - Actions
          • -------- Chest Armour --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Custom value of (Triggering unit)) Equal to 5
              • A_Inventory_Item_ID_Player1[5] Equal to 0
              • A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to Campaign
            • Then - Actions
              • For each (Integer A) from 1 to 100, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to (Integer A)
                    • Then - Actions
                      • Set A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] = (Integer A)
                      • -------- Add Bonuses --------
                      • Set A_Item_Ability_1[(Custom value of (Triggering unit))] = A_Chest_Item_Ability[(Integer A)]
                      • Unit - Add A_Item_Ability_1[(Custom value of (Triggering unit))] to Heroes[(Player number of (Triggering player))]
                      • -------- Create new icon --------
                      • Set rect = (Position of (Triggering unit))
                      • Destructible - Create a A_Chest_Item_Icon[(Integer A)] at rect facing 270.00 with scale 6.50 and variation 1
                      • Custom script: call RemoveLocation(udg_rect)
                      • Set Inventory_Item_Player1[(Custom value of (Triggering unit))] = (Last created destructible)
                      • -------- Switch Values between slot --------
                      • Set A_Item_Class_1[(Custom value of (Triggering unit))] = A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                      • Set A_Item_Type_1[(Custom value of (Triggering unit))] = A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                      • Set A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-class of No item)
                      • Set A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-type of No item)
                      • -------- Remove old icon --------
                      • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                      • -------- Reset Selection --------
                      • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
                      • Set A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
                      • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
                      • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
                      • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
                      • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                      • Multiboard - Hide A_Multiboard_Chest[(Integer A)]
                      • Custom script: endif
                      • Skip remaining actions
                    • Else - Actions
            • Else - Actions
          • -------- Potions --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to Powerup
              • A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] Equal to 0
              • Or - Any (Conditions) are true
                • Conditions
                  • (Custom value of (Triggering unit)) Equal to 16
                  • (Custom value of (Triggering unit)) Equal to 17
                  • (Custom value of (Triggering unit)) Equal to 18
                  • (Custom value of (Triggering unit)) Equal to 19
            • Then - Actions
              • For each (Integer A) from 1 to 100, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Potion_Item_Type_Pickup[(Integer A)]
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Item carried by Heroes[(Player number of (Triggering player))] in slot (Inventory_Selected_Slot[(Player number of (Triggering player))] - 15)) Not equal to No item
                        • Then - Actions
                          • Item - Remove (Item carried by Heroes[(Player number of (Triggering player))] in slot (Inventory_Selected_Slot[(Player number of (Triggering player))] - 15))
                        • Else - Actions
                      • Trigger - Turn off PickItemTrigger[(Player number of (Triggering player))]
                      • Set A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = A_Potion_Item_Type_Pickup[(Integer A)]
                      • Hero - Create A_Potion_Item_Type_Usable[(Integer A)] and give it to Heroes[(Player number of (Triggering player))]
                      • Set Inventory_Potions_Player1[(Custom value of (Triggering unit))] = (Last created item)
                      • Trigger - Turn on PickItemTrigger[(Player number of (Triggering player))]
                      • Set A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] = A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                      • Set Inventory_Potions_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No item
                      • Unit - Order Heroes[(Player number of (Triggering player))] to move (Last created item) to inventory slot ((Custom value of (Triggering unit)) - 15)
                      • -------- Delete icon & Selection Circle --------
                      • Destructible - Remove Selection_Circle[(Player number of (Triggering player))]
                      • -------- Create new icon --------
                      • Set rect = (Position of (Triggering unit))
                      • Destructible - Create a (Destructible-type of Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]) at rect facing 270.00 with scale 6.50 and variation 1
                      • Custom script: call RemoveLocation(udg_rect)
                      • Set Inventory_Item_Player1[(Custom value of (Triggering unit))] = (Last created destructible)
                      • -------- Switch Values between slot --------
                      • Set A_Item_Class_1[(Custom value of (Triggering unit))] = A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                      • Set A_Item_Type_1[(Custom value of (Triggering unit))] = A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                      • Set A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-class of No item)
                      • Set A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-type of No item)
                      • -------- Remove old icon --------
                      • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                      • -------- Reset Selection --------
                      • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
                      • Set A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
                      • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
                      • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
                      • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
                      • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                      • Multiboard - Hide A_Multiboard_Potions[(Integer A)]
                      • Custom script: endif
                      • Skip remaining actions
                    • Else - Actions
            • Else - Actions
          • -------- Ress --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to |cffd713ecRitual of the Dead|r
              • Or - Any (Conditions) are true
                • Conditions
                  • (Custom value of (Triggering unit)) Equal to 13
                  • (Custom value of (Triggering unit)) Equal to 14
                  • (Custom value of (Triggering unit)) Equal to 15
              • A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] Equal to 0
            • Then - Actions
              • For each (Integer A) from 1 to 100, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Ress_Item_Type[(Integer A)]
                    • Then - Actions
                      • -------- Remove Lumber if ress is moved between ress slots. --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 13
                              • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 14
                              • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 15
                        • Then - Actions
                          • Set Inventory_Revive_Count[(Player number of (Triggering player))] = (Inventory_Revive_Count[(Player number of (Triggering player))] - 1)
                          • Player - Set (Triggering player) Current lumber to Inventory_Revive_Count[(Player number of (Triggering player))]
                        • Else - Actions
                      • -------- Delete icon & Selection Circle --------
                      • Unit - Add A_Ress_Item_Ability[(Integer A)] to Heroes[(Player number of (Triggering player))]
                      • Set A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] = A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                      • Set Inventory_Revive_Count[(Player number of (Triggering player))] = (Inventory_Revive_Count[(Player number of (Triggering player))] + 1)
                      • Player - Add 1 to (Triggering player) Current lumber
                      • -------- Delete icon & Selection Circle --------
                      • Destructible - Remove Selection_Circle[(Player number of (Triggering player))]
                      • -------- Create new icon --------
                      • Set rect = (Position of (Triggering unit))
                      • Destructible - Create a (Destructible-type of Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]) at rect facing 270.00 with scale 6.50 and variation 1
                      • Custom script: call RemoveLocation(udg_rect)
                      • Set Inventory_Item_Player1[(Custom value of (Triggering unit))] = (Last created destructible)
                      • -------- Remove old icon --------
                      • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                      • -------- Switch Values between slot --------
                      • Set A_Item_Class_1[(Custom value of (Triggering unit))] = A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                      • Set A_Item_Type_1[(Custom value of (Triggering unit))] = A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                      • Set A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-class of No item)
                      • Set A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-type of No item)
                      • -------- Remove old icon --------
                      • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                      • -------- Reset Selection --------
                      • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
                      • Set A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
                      • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
                      • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
                      • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
                      • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                      • Multiboard - Hide A_Multiboard_Ress[(Integer A)]
                      • Custom script: endif
                      • Skip remaining actions
                    • Else - Actions
            • Else - Actions
          • -------- Every other item. --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] Equal to 0
              • A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to Charged
              • Or - Any (Conditions) are true
                • Conditions
                  • (Custom value of (Triggering unit)) Equal to 1
                  • (Custom value of (Triggering unit)) Equal to 2
                  • (Custom value of (Triggering unit)) Equal to 3
                  • (Custom value of (Triggering unit)) Equal to 4
                  • (Custom value of (Triggering unit)) Equal to 6
                  • (Custom value of (Triggering unit)) Equal to 7
                  • (Custom value of (Triggering unit)) Equal to 8
                  • (Custom value of (Triggering unit)) Equal to 9
                  • (Custom value of (Triggering unit)) Equal to 12
            • Then - Actions
              • -------- Helmet --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of (Triggering unit)) Equal to 1
                • Then - Actions
                  • For each (Integer A) from 1 to 20, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Helmet_Item_Type[(Integer A)]
                        • Then - Actions
                          • Set A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] = (Integer A)
                          • -------- Add Bonuses --------
                          • Set A_Item_Ability_1[(Custom value of (Triggering unit))] = A_Helmet_Item_Ability[(Integer A)]
                          • Unit - Add A_Item_Ability_1[(Custom value of (Triggering unit))] to Heroes[(Player number of (Triggering player))]
                          • -------- Create new icon --------
                          • Set rect = (Position of (Triggering unit))
                          • Destructible - Create a A_Helmet_Item_Icon[(Integer A)] at rect facing 270.00 with scale 6.50 and variation 1
                          • Custom script: call RemoveLocation(udg_rect)
                          • Set Inventory_Item_Player1[(Custom value of (Triggering unit))] = (Last created destructible)
                          • -------- Switch Values between slot --------
                          • Set A_Item_Class_1[(Custom value of (Triggering unit))] = A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • Set A_Item_Type_1[(Custom value of (Triggering unit))] = A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • Set A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-class of No item)
                          • Set A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-type of No item)
                          • -------- Remove old icon --------
                          • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • -------- Reset Selection --------
                          • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
                          • Set A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
                          • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
                          • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
                          • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
                          • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                          • Multiboard - Hide A_Multiboard_Helmet[(Integer A)]
                          • Custom script: endif
                          • Skip remaining actions
                        • Else - Actions
                • Else - Actions
              • -------- Shoulders --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of (Triggering unit)) Equal to 2
                • Then - Actions
                  • For each (Integer A) from 1 to 20, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Shoulders_Item_Type[(Integer A)]
                        • Then - Actions
                          • Set A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] = (Integer A)
                          • -------- Add Bonuses --------
                          • Set A_Item_Ability_1[(Custom value of (Triggering unit))] = A_Shoulders_Item_Ability[(Integer A)]
                          • Unit - Add A_Item_Ability_1[(Custom value of (Triggering unit))] to Heroes[(Player number of (Triggering player))]
                          • -------- Create new icon --------
                          • Set rect = (Position of (Triggering unit))
                          • Destructible - Create a A_Shoulders_Item_Icon[(Integer A)] at rect facing 270.00 with scale 6.50 and variation 1
                          • Custom script: call RemoveLocation(udg_rect)
                          • Set Inventory_Item_Player1[(Custom value of (Triggering unit))] = (Last created destructible)
                          • -------- Switch Values between slot --------
                          • Set A_Item_Class_1[(Custom value of (Triggering unit))] = A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • Set A_Item_Type_1[(Custom value of (Triggering unit))] = A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • Set A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-class of No item)
                          • Set A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-type of No item)
                          • -------- Remove old icon --------
                          • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • -------- Reset Selection --------
                          • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
                          • Set A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
                          • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
                          • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
                          • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
                          • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                          • Multiboard - Hide A_Multiboard_Shoulders[(Integer A)]
                          • Custom script: endif
                          • Skip remaining actions
                        • Else - Actions
                • Else - Actions
              • -------- Pants --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of (Triggering unit)) Equal to 6
                • Then - Actions
                  • For each (Integer A) from 1 to 20, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Pants_Item_Type[(Integer A)]
                        • Then - Actions
                          • Set A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] = (Integer A)
                          • -------- Add Bonuses --------
                          • Set A_Item_Ability_1[(Custom value of (Triggering unit))] = A_Pants_Item_Ability[(Integer A)]
                          • Unit - Add A_Item_Ability_1[(Custom value of (Triggering unit))] to Heroes[(Player number of (Triggering player))]
                          • -------- Create new icon --------
                          • Set rect = (Position of (Triggering unit))
                          • Destructible - Create a A_Pants_Item_Icon[(Integer A)] at rect facing 270.00 with scale 6.50 and variation 1
                          • Custom script: call RemoveLocation(udg_rect)
                          • Set Inventory_Item_Player1[(Custom value of (Triggering unit))] = (Last created destructible)
                          • -------- Switch Values between slot --------
                          • Set A_Item_Class_1[(Custom value of (Triggering unit))] = A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • Set A_Item_Type_1[(Custom value of (Triggering unit))] = A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • Set A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-class of No item)
                          • Set A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-type of No item)
                          • -------- Remove old icon --------
                          • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • -------- Reset Selection --------
                          • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
                          • Set A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
                          • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
                          • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
                          • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
                          • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                          • Multiboard - Hide A_Multiboard_Pants[(Integer A)]
                          • Custom script: endif
                          • Skip remaining actions
                        • Else - Actions
                • Else - Actions
              • -------- Boots --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of (Triggering unit)) Equal to 8
                • Then - Actions
                  • For each (Integer A) from 1 to 20, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to A_Boots_Item_Type[(Integer A)]
                        • Then - Actions
                          • Set A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] = (Integer A)
                          • -------- Add Bonuses --------
                          • Set A_Item_Ability_1[(Custom value of (Triggering unit))] = A_Boots_Item_Ability[(Integer A)]
                          • Unit - Add A_Item_Ability_1[(Custom value of (Triggering unit))] to Heroes[(Player number of (Triggering player))]
                          • -------- Create new icon --------
                          • Set rect = (Position of (Triggering unit))
                          • Destructible - Create a A_Boots_Item_Icon[(Integer A)] at rect facing 270.00 with scale 6.50 and variation 1
                          • Custom script: call RemoveLocation(udg_rect)
                          • Set Inventory_Item_Player1[(Custom value of (Triggering unit))] = (Last created destructible)
                          • -------- Switch Values between slot --------
                          • Set A_Item_Class_1[(Custom value of (Triggering unit))] = A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • Set A_Item_Type_1[(Custom value of (Triggering unit))] = A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • Set A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-class of No item)
                          • Set A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-type of No item)
                          • -------- Remove old icon --------
                          • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                          • -------- Reset Selection --------
                          • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
                          • Set A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
                          • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
                          • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
                          • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
                          • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                          • Multiboard - Hide A_Multiboard_Boots[(Integer A)]
                          • Custom script: endif
                          • Skip remaining actions
                        • Else - Actions
                • Else - Actions
            • Else - Actions
          • -------- Drop Item --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering unit) Equal to Inventory Dummy 0388 <gen>
            • Then - Actions
              • Unit - Remove A_Item_Ability_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] from Heroes[(Player number of (Triggering player))]
              • -------- If Ress are equipped --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 13
                      • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 14
                      • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 15
                • Then - Actions
                  • Set Inventory_Revive_Count[(Player number of (Triggering player))] = (Inventory_Revive_Count[(Player number of (Triggering player))] - 1)
                  • Player - Set (Triggering player) Current lumber to Inventory_Revive_Count[(Player number of (Triggering player))]
                • Else - Actions
              • -------- If Potions are equipped --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 16
                      • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 17
                      • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 18
                      • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 19
                • Then - Actions
                  • For each (Integer B) from 1 to 3, do (Actions)
                    • Loop - Actions
                      • Item - Remove (Item carried by Heroes[(Player number of (Triggering player))] in slot (Inventory_Selected_Slot[(Player number of (Triggering player))] - 15))
                      • Set Inventory_Potions_Player1[(Inventory_Selected_Slot[(Player number of (Triggering player))] - 15)] = No item
                • Else - Actions
              • Set rect = (Position of Heroes[(Player number of (Triggering player))])
              • Item - Create A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] at rect
              • Custom script: call RemoveLocation(udg_rect)
              • -------- Delete Selection Circle --------
              • Destructible - Remove Selection_Circle[(Player number of (Triggering player))]
              • Set Selection_Circle[(Player number of (Triggering player))] = No destructible
              • -------- Switch Values between slot --------
              • Set A_Item_Class_1[(Custom value of (Triggering unit))] = (Item-class of No item)
              • Set A_Item_Type_1[(Custom value of (Triggering unit))] = (Item-type of No item)
              • Set A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-class of No item)
              • Set A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-type of No item)
              • -------- Delete old Icon --------
              • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
              • -------- Reset Selection --------
              • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
              • Set A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
              • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
              • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
              • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
              • For each (Integer A) from 1 to 20, do (Actions)
                • Loop - Actions
                  • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                  • Multiboard - Hide A_Multiboard_Helmet[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Shoulders[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Neckless[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Gloves[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Chest[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Pants[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Belt[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Boots[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Ring[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Weapons[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Ress[(Integer A)]
                  • Multiboard - Hide A_Multiboard_Potions[(Integer A)]
                  • Custom script: endif
              • Skip remaining actions
            • Else - Actions
          • -------- Move Slot --------
          • For each (Integer A) from 20 to 34, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • A_Inventory_Item_ID_Player1[(Integer A)] Equal to 0
                  • (Custom value of (Triggering unit)) Equal to (Integer A)
                • Then - Actions
                  • Unit - Remove A_Item_Ability_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] from Heroes[(Player number of (Triggering player))]
                  • -------- If Ress are equipped --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 13
                          • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 14
                          • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 15
                    • Then - Actions
                      • For each (Integer B) from 1 to 3, do (Actions)
                        • Loop - Actions
                          • Set Inventory_Revive_Count[(Player number of (Triggering player))] = (Inventory_Revive_Count[(Player number of (Triggering player))] - 1)
                          • Player - Set (Triggering player) Current lumber to Inventory_Revive_Count[(Player number of (Triggering player))]
                    • Else - Actions
                  • -------- If Potions are equipped --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 16
                          • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 17
                          • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 18
                          • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 19
                    • Then - Actions
                      • For each (Integer B) from 1 to 3, do (Actions)
                        • Loop - Actions
                          • Item - Remove (Item carried by Heroes[(Player number of (Triggering player))] in slot (Inventory_Selected_Slot[(Player number of (Triggering player))] - 15))
                          • Set Inventory_Potions_Player1[(Inventory_Selected_Slot[(Player number of (Triggering player))] - 15)] = (Last created item)
                    • Else - Actions
                  • -------- Delete Selection Circle --------
                  • Destructible - Remove Selection_Circle[(Player number of (Triggering player))]
                  • Set Selection_Circle[(Player number of (Triggering player))] = No destructible
                  • -------- Create new icon --------
                  • Set rect = (Position of (Triggering unit))
                  • Destructible - Create a (Destructible-type of Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]) at rect facing 270.00 with scale 9.20 and variation 1
                  • Custom script: call RemoveLocation(udg_rect)
                  • Set Inventory_Item_Player1[(Custom value of (Triggering unit))] = (Last created destructible)
                  • -------- Switch Values between slot --------
                  • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                  • -------- Switch Values between slot --------
                  • Set A_Inventory_Item_ID_Player1[(Custom value of (Triggering unit))] = A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                  • Set A_Item_Class_1[(Custom value of (Triggering unit))] = A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                  • Set A_Item_Type_1[(Custom value of (Triggering unit))] = A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
                  • Set A_Item_Class_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-class of No item)
                  • Set A_Item_Type_1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-type of No item)
                  • -------- Reset Selection --------
                  • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
                  • Set A_Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
                  • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
                  • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
                  • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
                  • For each (Integer A) from 1 to 20, do (Actions)
                    • Loop - Actions
                      • Custom script: if ( GetLocalPlayer() == GetTriggerPlayer() ) then
                      • Multiboard - Hide A_Multiboard_Helmet[(Integer A)]
                      • Multiboard - Hide A_Multiboard_Shoulders[(Integer A)]
                      • Multiboard - Hide A_Multiboard_Neckless[(Integer A)]
                      • Multiboard - Hide A_Multiboard_Gloves[(Integer A)]
                      • Multiboard - Hide A_Multiboard_Chest[(Integer A)]
                      • Multiboard - Hide A_Multiboard_Pants[(Integer A)]
                      • Multiboard - Hide A_Multiboard_Belt[(Integer A)]
                      • Multiboard - Hide A_Multiboard_Boots[(Integer A)]
                      • Multiboard - Hide A_Multiboard_Ring[(Integer A)]
                      • Multiboard - Hide A_Multiboard_Weapons[(Integer A)]
                      • Multiboard - Hide A_Multiboard_Ress[(Integer A)]
                      • Multiboard - Hide A_Multiboard_Potions[(Integer A)]
                      • Custom script: endif
                  • Skip remaining actions
                • Else - Actions
          • -------- Reset Selection --------
          • Set Inventory_Selected_Is_True[Inventory_Selected_Slot[(Player number of (Triggering player))]] = False
          • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
        • Else - Actions
 
Level 15
Joined
Feb 24, 2008
Messages
183
Guys you really NEED to add a forum to your website, 'cause this whole hiveworkshop thing is just horrible to read :)[/QUOTEI agree, sure you will have to keep updating here since a vast amount of wc3 players and mods are located here, but, the structure one can achieve through one owns forum beats a thread now with 128 pages and counting.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Most of discussion is anyway between Cloudwolf, LTGH and Redmarine. "Hi Cloudwolf whats progress?" "Hi come to msn, pls"

Thats not true. Most of the time we use MSN, PM, Visitor messages and Group.
Its only when we ask talk about public stuff like the ghoul for example, we talked about it here to get everyones opinion. And sometimes we post news about the inventory so people actually knows that we are making some progress. We have never posted anything like "Hi Cloudwolf whats progress?" here, atleast not of what i know/remember.
Give me a quote if you can find any since i seriusly cant remember any posts like that :S

"Hi come to msn, pls"
When i say that, i always put in something else in the post that has something to do with a conversation in the thread or some kind of progress made, otherwise it is considered as spam and should be posted in visitor message and not here and i try to avoid doing that.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Its only my opinion and I know that only your opinion matters.

No, everyones opinion matters. Its just that we want to make it look like diablo 3. And by keeping it as a murloc wont help us finish our goal to make that.
So we are trying to find a solution on how to make it look like the ghouls as much as possible and still keep the size low. And the mulocs doesnt look like the ghouls at all, but thats just my opinion.
 
Level 16
Joined
Oct 12, 2008
Messages
1,570
Ok, i promised i would play the map on a good computer, and i did now =)
(Though after some time, the keyboard stopped so i couldnt use hotkeys anymore =( )
Ok, i finaly had a good view at the whole thing together and it really is brilliant! ^^,, I played with a friend here who will also comment in a moment,, (Foxxjuh)
As Witch Doctor,, it was a little discovering before I got the hang of it,, but after we died both, we decided to start again and choose the RIGHT abilitys, but after some time i finally had the right abilitys and the right hotkeys,,
Now, with 2 persons, the whole game was ok to play and we both had a great time doing it! =D,, but still some things i noticed,,
Witch Doctor: Corpse Dogs, or whatever ability it was,, the hotkey was somehow not working,, i tried the 'r' button but it didnt work ('r' was the one it indicated Yellow in the Description),,
Also,, Barbarian: My friend tried to pick up a Mana Potion,, and was fairly disappionted with the message he got: 'You can not pick up this item' (or so),, but when he checked the inventory, it was there,, so the message said he couldnt pick it up but he actually could,,
Also, we were really afraid when we defeated the Siege boss, that we also had to defeat the zombies coming,, but luckily all stopped, until we found out we were transported to the last place, and had to fight agian,, that is where we lost and couldnt see what came after, but whatever,, we came really far,, or we believed so,, if not, DONT tell, cuz we really feel uber-good now ^^,,

In short: Really good game, the terrain has improved since i last saw it (or has it? Cuz i thought i saw quite some changes from when it was first uploaded),, 2 things we found: Hotkey from Witch Doctor summon ability didnt work, and Barbarian could pick up mana potions but got a message he couldnt,,

Hope you are happy with me playing this,, I was, and i had a fun time playing it! =D

-Yixx,,-

(+rep +rep +rep +rep!!)
 
Level 15
Joined
Feb 24, 2008
Messages
183
Since the ghoul model used has been taken up atleast 2 times I can see why they wanted to have an open discussion regarding which model to use. That none gave their input on it is not their fault, but it's not like it's a really big deal.

Just opened the map in WE to check around a bit and noticed that all units are pre-placed, why is that? Are the amounts to big to create ingame (will create lag) or is it just that you don't see a need for unit creation events? I doubt it would do much to gameplay once started, but I think the loadtime could be reduced by creating upon entry into regions.

On an added note, your unit order triggers have beyond godlike amount of leaks ;)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
The inventory is messed up and will be replaced with my one in next version (atleast i hope so). And we have a lot of hot key stuff to fix. We should place them all in a row insted of having them at totally different places of the keyboard. :p
So both of those things will be fixed till next version.
we came really far,, or we believed so,, if not, DONT tell,
That means that i can tell you that you came really far, becouse that was just a bonus boss and is not related to the maps purpose in any way since tyrael is not shown as a boss in a gameplay video and im sure he wont be shown in one either...
If not, im sorry. >.<

On an added note, your unit order triggers have beyond godlike amount of leaks ;)
Leaks is CloudWolfs speciality just so you know, it allways appear new ones after the old ones is gone.
 
Level 16
Joined
Mar 8, 2009
Messages
975
hi everybody!
Hey, you need to do a little improve here:
Do something with that treasure chest. Some thing more like Diablo. Its horrible to have to push Attack Button (Because theys arent enemies) and then attack the chest like he has a life!...
You can simply they hav 1 hp, or do it with a trigger.

See ya! (More Improvements Ideas to come :D )
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Why make them into doodads? :O Just wondering >.< Maybe be a little more specefic
And you NEVER have to push the attack button just click on the A button (hotkey for attack), i allways use that when im moving around. You move at exactly the same speed and you use attack move insted of just move.
I cant remember last time i actually pressed the attack button, it takes so long.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Why make them into doodads? :O Just wondering >.< Maybe be a little more specefic
And you NEVER have to push the attack button just click on the A button (hotkey for attack), i allways use that when im moving around. You move at exactly the same speed and you use attack move insted of just move.
I cant remember last time i actually pressed the attack button, it takes so long.

Well, I agree that it would be better if the chest was more easily destroyed. 1 or 2 hits would be nice. :p

The chest should also be targeted as enemy.

Btw, what do you mean by the inventory being messy and yours will be used instead?
 
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