I had to do it without the Easy Stack & Split, I can't for the life of me figure out how to work with that thing to fix the conflicts.
- Inventory switching using the berserk ability (non interrupting)
- Pick up items with a full inventory
- Items stack automatically up to max = item level
- Items stack into backpack if an item of type exists there
- Items are added to backpack if active inventory is full
- Items can be stacked by dropping them on each other
- Items can be split by dropping it on itself (splits 1)
- Items can be split using the command: -split X YY (X = item slot, YY = amount)
Let me know if you find any bugs.
Wow!!! Thank you so much!
I can see this took a great deal of time by the looks of the triggers.
Yeah, the stack'n'split system trigger is really confusing and 1 trigger long as hell.
I tested this and it's working great, I love it =).
I really love how items can stack into your second inventory even if you are toggled onto the other inventory =D!
Wow, you had to use so many things like order IDs and stuff.
There are lots of functions I didn't expect too =), stacking items manually by dropping same items on top of each other, and I only expected split command. This split is neat too.
The picking item up is as smooth as ever, unit actually walks on top of item after picking up, neato.
I'm not done testing but there are some minor bugs.
I'm not gonna mention them because it's my fault for not specifying, and I already adjusted them to my liking.
There is one bug I would like to bring up though and it is extremely complicated to explain.
Let me provide some scenarios instead.
1. Picked Health Stone
2. Picked Ice Shard
3. Moved Health stone into another empty inventory
4. Health Stone disappears
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Let me redo this scenario:
1. Picked Health Stone at location 1
2. Picked Ice Shard at location 2
3. Moved around
4. Moved health stone to another empty inventory slot
5. Paladin walks to location 1
6. Paladin reaches location 1 and Health Stone disappears
7. Moved ice shard to another empty inventory slot
8. Paladin walks to location 2
9. Paladin reaches location 2 and Ice Shard disappears
--
Let me show you another scenario:
1. Paladin picks up 2 Health Stones (Health stone charge: 2)
2. I split the health stone into 2 (+1 charge each) at location 1
3. I walk around
4. I move 1 health stone into empty inventory slot
5. Paladin walks to location 1
6. Paladin reaches location 1 and Health Stones stack again (+2 charge)
Basically, what I'm trying to say is, when I move an item to an empty slot, the paladin will walk to where that specific item was combined (picked up), then the item will disappear if I only have 1 copy of it in my inventory, and it will stack if I have 2 copies of it, disregarding charge numbers.
Also, I sometimes get a rare issue where paladin tries to walk to inventories Region instead of location 1 (where item was picked/combined), then item disappear/stack will occur there.
(p.s. swapping item positions works perfectly fine, error only occurs when messing with empty inventory slots)
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If you have to remove the manual stack + split function to fix this, please do.
Manual stack as in dropping them onto same item type slot
Manual split as in dropping item to another slot
I'm very satisfied with split command already, it won't be used often and is sufficient.
--
Oh yes, I want to mention another bug.
- Items are added to backpack if active inventory is full
-> not working for me, but what is working is item added to backpack if backpack has that item-type even if toggled in the other inventory.
Thank you very much for this system ^^.
I'll put it to good use for my Minecraft map, which started full-time production today.
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Bump!
I bumped because I thought you did not see the new requests.
Oh I'm sure he saw them. It's just that my request was a huge one, and kept rulerofiron99 pretty busy. Sorry!
You may also want to be more specific with your Hero Swap System.
1. In an AoS, you can only swap with your team. But in co-op maps, you can swap with everyone. I'm wondering if your map is all co-op or team vs team, not that it makes much of a difference (if team swap, I assume it is a team vs team 5 players each team?)
2. Do you want the swap command to be -swap 1-5, or -swap (color), or -swap name, or all?
3. Am I right if I assume your gate system should only open when there are nearby units, and closes when no units are near?
I would offer to do this but this is ruler's workshop =P. And I think he's enjoying this. Or is he just so kind that... nvm just remembered his avatar.
I will do it if ruler wants me to and hasn't started on it yet to pay back a little of the effort he did for me though.