ThisPOT's Extra Heavy Item System
INTRO:
Hi all, I've been creating a fully GUI item system and was hoping to get some feedback, bug reports, advice and (constructive) criticism.
This map is supposed to serve as a template to create your world upon (RPG, arena, campaign, whatever).
The goal was to not have to use any triggers in damage calculation as I use almost only (hidden) abilities to determine the stats. The few exceptions are: HP/MP Regeneration, Gold/Exp per 5 sec, HP/Exp on cast.
The hero attributes (strength, agility, intelligence) have been balanced to fit the system, but still have the same relative purpose as in the normal game, just modified a little bit.
The system uses terrain changes, floating texts, destructibles and unit dummies for the inventory screen, and stores all of the item stats into hashtables (which as of now does not recycle, I plan on fixing that).
SYSTEM INFO:
- Almost 100% GUI
- MPI, up to 10 Players
- Super easy to use, even for beginners with no experience
- Uses a lot of custom icons
BASICS:
- 15 Equip-able inventory slots
- 14 Bag slots
- 62 different item types
- 5 different item rarities
- 38 different item stats
- Socket-able items
- Can be used in conjunction with the normal inventory and other wc3 items (for potions?)
- Does NOT use any orb effects
- Randomly generated items
- Randomly generated item stats
- Easy to manipulate Item Level
- Can create specific items with specific stats (can even do multiple of same stat, tho it's useless)
- Huge (and balanced) cap on stats (besides Item Level)
- Cap on stats can be bypassed on specific items (non randomly generated)
- Blocks the use of Power Up class items (use any other class for other items)
!!! Bugs with more than 1 "Inventory Hero" per player (not designed for it) !!!
HOW TO MAKE IT WORK:
The system is currently still in BETA phase and hasn't been fully tested for bugs yet (I did my best)
No known bugs as of now, please report any bugs you may find
- The system will automatically detect any unit with the "Inventory (Hero)" ability
- It will grant that unit the Item System (you should use a Hero as there are hero attribute stats)
- Only give the "Inventory (Hero)" ability to one single unit per player, or the system bugs
- You don't need to do anything else for the system to work for that unit!
- This system is functional for player 1 only as of now, I will have it for players 1-10 next week
ITEM STAT LIST (38):
- Life (Max 9999)
- Mana (Max 9999)
- Strength (Max 999)
- Agility (Max 999)
- Intelligence (Max 999)
- Damage (Max 9999)
- Damage per Mana
- Life on Cast
- Exp on Cast
- Life on Kill
- Mana on Kill
- Gold on Kill
- Exp on Kill
- Armor (Max 999)
- Damage Protection (Max 95)
- Regen Life
- Regen Mana
- Move Speed (Max 522 MS)
- Gold per 5 sec
- Exp per 5 sec
- Life %
- Mana %
- Strength %
- Agility %
- Intelligence %
- Attack Speed % (Max 400%)
- Gold on Kill %
- Exp on Kill %
- Magic Resistance % (Max 95%)
- Regen Life %
- Regen Mana %
- Move Speed % (Max 522 MS)
- Item Rarity Find %
- Crit % (Max 95%)
- Stun % (Max 95%)
- Dodge % (Max 95%)
- Cleave % (Max 95%)
- Extra Socket
The Max represents the in game cap for the bonus stat a unit may have.
Life and mana are hard capped at 9999 (for balance and mechanical issues).
WHAT I'M TRYING TO DO:
Save / load system. The problem is that there is a possible 1889 digits when I string all the integers together and the only way I know (I only use GUI) is codes, which would be to long. Basically saving 29 possible item slots owned (bag + equipped inventory), which each have 4 hashtables: Item Specific Stats, Stat ID, Stat Value and Stat Tooltip.
* I've read of people saving using external text files and then using those to load all the info into the game but I'm unsure how to actually do that myself. I would appreciate any help on that!

INTRO:
Hi all, I've been creating a fully GUI item system and was hoping to get some feedback, bug reports, advice and (constructive) criticism.
This map is supposed to serve as a template to create your world upon (RPG, arena, campaign, whatever).
The goal was to not have to use any triggers in damage calculation as I use almost only (hidden) abilities to determine the stats. The few exceptions are: HP/MP Regeneration, Gold/Exp per 5 sec, HP/Exp on cast.
The hero attributes (strength, agility, intelligence) have been balanced to fit the system, but still have the same relative purpose as in the normal game, just modified a little bit.
The system uses terrain changes, floating texts, destructibles and unit dummies for the inventory screen, and stores all of the item stats into hashtables (which as of now does not recycle, I plan on fixing that).
SYSTEM INFO:
- Almost 100% GUI
- MPI, up to 10 Players
- Super easy to use, even for beginners with no experience
- Uses a lot of custom icons
BASICS:
- 15 Equip-able inventory slots
- 14 Bag slots
- 62 different item types
- 5 different item rarities
- 38 different item stats
- Socket-able items
- Can be used in conjunction with the normal inventory and other wc3 items (for potions?)
- Does NOT use any orb effects
- Randomly generated items
- Randomly generated item stats
- Easy to manipulate Item Level
- Can create specific items with specific stats (can even do multiple of same stat, tho it's useless)
- Huge (and balanced) cap on stats (besides Item Level)
- Cap on stats can be bypassed on specific items (non randomly generated)
- Blocks the use of Power Up class items (use any other class for other items)
!!! Bugs with more than 1 "Inventory Hero" per player (not designed for it) !!!
HOW TO MAKE IT WORK:
The system is currently still in BETA phase and hasn't been fully tested for bugs yet (I did my best)
No known bugs as of now, please report any bugs you may find
- The system will automatically detect any unit with the "Inventory (Hero)" ability
- It will grant that unit the Item System (you should use a Hero as there are hero attribute stats)
- Only give the "Inventory (Hero)" ability to one single unit per player, or the system bugs
- You don't need to do anything else for the system to work for that unit!
- This system is functional for player 1 only as of now, I will have it for players 1-10 next week
ITEM STAT LIST (38):
- Life (Max 9999)
- Mana (Max 9999)
- Strength (Max 999)
- Agility (Max 999)
- Intelligence (Max 999)
- Damage (Max 9999)
- Damage per Mana
- Life on Cast
- Exp on Cast
- Life on Kill
- Mana on Kill
- Gold on Kill
- Exp on Kill
- Armor (Max 999)
- Damage Protection (Max 95)
- Regen Life
- Regen Mana
- Move Speed (Max 522 MS)
- Gold per 5 sec
- Exp per 5 sec
- Life %
- Mana %
- Strength %
- Agility %
- Intelligence %
- Attack Speed % (Max 400%)
- Gold on Kill %
- Exp on Kill %
- Magic Resistance % (Max 95%)
- Regen Life %
- Regen Mana %
- Move Speed % (Max 522 MS)
- Item Rarity Find %
- Crit % (Max 95%)
- Stun % (Max 95%)
- Dodge % (Max 95%)
- Cleave % (Max 95%)
- Extra Socket
The Max represents the in game cap for the bonus stat a unit may have.
Life and mana are hard capped at 9999 (for balance and mechanical issues).
WHAT I'M TRYING TO DO:
Save / load system. The problem is that there is a possible 1889 digits when I string all the integers together and the only way I know (I only use GUI) is codes, which would be to long. Basically saving 29 possible item slots owned (bag + equipped inventory), which each have 4 hashtables: Item Specific Stats, Stat ID, Stat Value and Stat Tooltip.
* I've read of people saving using external text files and then using those to load all the info into the game but I'm unsure how to actually do that myself. I would appreciate any help on that!
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