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Yeah, I know that solution already, however, its kinda bad to have 18 dummys for rotating one single unittype.
Edit: Dudes, I have a little problem.
You need to rework the models for the inventory. And please do not do one model/skin again. Differ from top, left, right, bottom, inventory background and such please.
Add alternate stand animations to the units, so that they can stand 90 degree, and spin around x) we are gonna use custom models for all heroes anyway, xD lol..
if that works..
We will see. Facing the chest/head to look to a point works, however, its ugly, because you can't do it with the whole body, only for chest and head (as much as I experienced).
However, that should be a very small problem. Anything else? (What I can do today evening)
I could try, but I don't know ifs possible yet. I really would like to get every part of the inventory as one model, so I can scretch and move things as I would like to.
ohh.. well.. thats a problem xD
but the layout looks like that, and we want it to look like that. xD
And it wouldent make a difference if i just splitted it into parts?
It would be different, but not that much,...
Also, what is the size of the item in the texture? Is it 64x64px, so I can use any normal dimensions, or not?
And how the hell can I get the texture thing to work now?^^
I dont think i understand that exactly. But i think your asking if the slots in the texture is 64x64, and the answer to that is yes. The inventory slots aswell as the equipment slots on the texture is all 64x64.
Make it a destructible, set its replaceable texture to 32, and use the texture i gave you.
And the model was named ground... something i think.. and v2.. i can search for it for you.
As I checked last time, the size had to be something REALLY big, about 1000% to see the correct size. Also, it was wrong displayed, it had the same width as height.
LTGH, my editor says Cannot load model "InventoryPlaneGroundV2.mdl".
And about the auto resizing multiboard: Its nearly finished, there is only one awkward bug I got to fix.
If you want to help me and know vJass, feel free to post your suggestions here.
The problem is that sometimes it buggs and got screwed all over the place, empty spaces / cols / items appear and such. I just posted the working version to give the helper an idea what it should look like.
i read something about that you try to .Update() but it somehow didnt work. People said that you could create a new multiboard each time you update it. I think that would be good for now, and then you can always modify it later on..
yea.. what is going on for those coders ? i hope they'll make the whole stuff better in starcraft 2 Oo. Btw every day i click "spells" to see if this system is released
EDIT: i will write if i have any suggestions or ideas for this system
good luck
Dude, its getting really fast forward. I also have a date in mind, however, we will see if I can get it to that date. And one more thing:
Just read this thread. I will also give information when its done and when its submitted.
Just thought about something. Is this inventory going to support the picking up of auto-consumed items(such as tomes and the D3W spheres) even when the inventory is full? I sure do hope so.
Just thought about something. Is this inventory going to support the picking up of auto-consumed items(such as tomes and the D3W spheres) even when the inventory is full? I sure do hope so.
Well, its not a big deal since its mostly one small pickup check on the InventoryEventHandler module.
I could also allow this setting as constant value by default.
Btw
JASS:
set ci = CreateCustomItem('ratf')
[set ci.stack = x]
[set ci.dmg = 15]
[set ci.dest = 'coat']
[set ci.icon = "ReplaceableTextures\\CommandButtons\\BTNClawsOfAttack.blp"]
[set ci.name = "Clawns of Attack +15"]
[set ci.desc = "This item increases your damage \nby 15 if carried."]
These are the required values I need right now to create a new item which can be used by my system.
The [] stuff is optional, while it would look bad if you have default on everything .
PurplePoot also has made an UnitParser that saves all the stuff in one hashtable, and hopefully he does the same for items too. Then you only have to add the bonuses and maybe the dest (Icon destructable) on your own.
JASS:
set is = CISet.create()
call is.addReq('rat6', 1)
call is.addReq('rat9', 1)
set is.str = 4
call is.setOnCheckFunc(test)
This actually makes an ItemSet which has the condition that the function called test returns true, and if the owner of the unit has atleast one item of type rat6 (Claws of Attack +6) and atleast one of type rat9 (Claws of Attack +9) he gets 4 bonus strenght! Isn't that cool?^^
JASS:
set fi = CreateForgeItem('ratc')
call fi.addReq('rat9', 1)
call fi.addReq('rat3', 1)
This actually creates one item of type ratc (Claws of Attack +12) combined from one +3 and one +9 Claws of Attacks item.
_____________________________________________________________
Edit: New important fix:
I totally remade the CIEventHandler. Now events can easily be configured, edited or hooked whenever you want to.
This allows the user to implement their own modules more easily and gets more dynamic into the event handling.
This is also good for the pickupModule, which is now able to hook and to act before the actual eventHandler is reacting.
While this means nothing at the moment, you will see it on work what this means exactly.
This makes EventHandling faster, save and more flexible.
_____________________________________________________________
Edit2:
Is this inventory going to support the picking up of auto-consumed items(such as tomes and the D3W spheres) even when the inventory is full?
It would make more sense for the multiboard to have red text or something. One extra trackable per item isn't really worth it. As for items I think you forgot a spot for requirements? Or should that just be included in the item description?
CloudWolf has already stated that he'll do the daunting task to actually recreate all of the items anew for this new inventory. Since Anachron said it would be easy to do it shouldn't be a problem.
__________________
LTGH:
I removed the link. This thread is about Anachrons inventory, and no one elses.
Also, our inventory will also use the interface from diablo 3, and the thread you linked to only contained pictures, and that doesnt tell us anything at all. I didnt even like it that much..
I dont understand why everyone wants to make a diablo 3 inventory now.. i mean seriously, as fast as people heard about us getting a new one, i have seen ATLEAST 3 different people working on a new diablo 3 inventory, all using the same interface from diablo 3 aswell.. t_t
Anyway, this thread is about anachrons inventory, and no one elses.. i removed the link becouse it may draw people attention away from this thread only becouse that inventory looked good..
Anyway, this thread is about anachrons inventory, and no one elses.. i removed the link becouse it may draw people attention away from this thread only becouse that inventory looked good..
Dude, to clean some thing up:
The items need destructables for the icon.
With another module I can implement the disabled stuff aswell.
I redid about 40% of the inventory the last 2 days, so its kinda fast now.
(Removed much loops, its really fast and flexibel (save) now. )
Dude, to clean some thing up:
The items need destructables for the icon.
With another module I can implement the disabled stuff aswell.
I redid about 40% of the inventory the last 2 days, so its kinda fast now.
(Removed much loops, its really fast and flexibel (save) now. )
You should probably update your game to the latest version and see how it performs. It was a odd patch. It probably affected something regarding trigger execution.
I dont understand why everyone wants to make a diablo 3 inventory now.. i mean seriously, as fast as people heard about us getting a new one, i have seen ATLEAST 3 different people working on a new diablo 3 inventory.
just want to tell you that not all started their inventory after this.. and most people just make an interface and never get it finished. I dont believe all those people who will make a FSI will finish it.
btw anachron im glad that you optimized the code ^^ to make it even faster.. in e.g TKoK it takes 1-2 seconds before you can see an item's stats
just want to tell you that not all started their inventory after this.. and most people just make an interface and never get it finished. I dont believe all those people who will make a FSI will finish it.
btw anachron im glad that you optimized the code ^^ to make it even faster.. in e.g TKoK it takes 1-2 seconds before you can see an item's stats
When i look on thread dates, pretty much all of them is about 3-18 days AFTER we announced that we will replace our inventory in d3w. And we announced that looong ago, just so you know.
Anyway, lets stop talking about this ^_^ its just useless and wont contribute to the topic at all
You should probably update your game to the latest version and see how it performs. It was a odd patch. It probably affected something regarding trigger execution.
I can't, I don't have internet at home. However, I am sure they fixed the build-qeue only stuff.
just want to tell you that not all started their inventory after this.. and most people just make an interface and never get it finished. I dont believe all those people who will make a FSI will finish it.
btw anachron im glad that you optimized the code ^^ to make it even faster.. in e.g TKoK it takes 1-2 seconds before you can see an item's stats
Of course, now its using tables, meaning no more needless loops. Direct access, fast functions.
When i look on thread dates, pretty much all of them is about 3-18 days AFTER we announced that we will replace our inventory in d3w. And we announced that looong ago, just so you know.
Its pretty much like that. I've announced officially in september of the last year that I am going to make a FSI. Some said good idea, I will make one too. Thats horrible.
However, most of them won't finish or do that much as I already did at all.
Where will you show the triggers? how you did that?
I didn't released it yet. I am really sorry, but good things take their time.
Edit:
CloudWolf has already stated that he'll do the daunting task to actually recreate all of the items anew for this new inventory. Since Anachron said it would be easy to do it shouldn't be a problem.
Actually, I was going to use an object parser which does create the stuff which is required automaticly. However, there are still some things left. It will maybe take a while, but when its set up, you will see how flexibel it is and how well it performs.
Thanks again for all the feedback and for your patience!
New bump!
Finally redid the sucking Window implementation.
Now its easier to add your own slots to the system.
You can now add for example another package of slots which interact with the normal slots as well.
Also, I finally managed to totally remake the Eventsystem. This means you can now hook events and make addons for it.
Additionally, you can now drop item WHEREVER they are carried! Equipped items can exactly be dropped as items in slots only or in potion slots! This means you do not have to drag them to a free slot first!
Also, the item selection is now even better! As long as you do actions, after every action the selection is cleaned. Actions for example:
(Un)Equipping items
Selecting items
Switch item places
etc.
You can see a screenshot here:
Please guys, I need comments.
IMPORTANT! :D
I will work now on the last module before the beta! When I've finished it and tested it for bugs, I will release the beta.
Possible, but I don't think it should be like that.
You now select the item and the drop slot to drop any item, where ever its carried.
Isn't that good enough?
Could be done, however, that would interrupt your current heroes order and stop him from moving to that position. Kinda ugly, however, there is no other way else.
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