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Help in Custom Shop "folders"

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Level 2
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May 22, 2014
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Hello guys :D
Can someone teach me and also help how to make good one Custom Shop with folders? I saw one tutorial but it was to fast and not all there was explained. Would be nice if someone help me understand it or explain this step by step because need help x.X
 
Level 2
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http://www.youtube.com/watch?v=tw-O0tMPQzQ i found this one tutorial too but i gave you +rep for trying help nicely :) i still dont know yet how to make it works because probably im misseing something and dont know what xD Well im going to give it try now :D if you finde something interesting and helpfuly post it please :D i might be also about custom items in shop ^^

Btw in Shoto tutorial i found something strange, an item box appears and disappears after any of active "folder" why is that and cant be changed to invisble or something to do with it is able ?
 
Level 2
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This is what i done

  • Shop
    • Wydarzenia
      • Jednostka - A unit SprzedaĹĽ przedmiotu (ze sklepu)
    • Warunki
    • Akcje
      • -------- Just change the item in the condition to change use, --------
      • -------- Artifacts --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • JeĹ›li - Warunki
          • (Item-type of (Sold Item)) RĂłwna siÄ™ Artifacts
        • To - Akcje
          • Set Temp_Point = (Position of (Selling unit))
          • Set Temp_Group = (Units within 512.00 of Temp_Point matching ((Unit-type of (Matching unit)) RĂłwna siÄ™ Artifacts))
          • Grupa jednostek - Pick every unit in Temp_Group and do (Actions)
            • PÄ™tla - Akcje
              • WybĂłr - Select (Picked unit) for (Owner of (Buying unit))
          • Custom script: call DestroyGroup (udg_Temp_Group)
          • Custom script: call RemoveLocation (udg_Temp_Point)
          • -------- The Custom scripts are necessary to remove memory leaks. --------
        • Albo - Akcje
      • -------- Armor --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • JeĹ›li - Warunki
          • (Item-type of (Sold Item)) RĂłwna siÄ™ Armor
        • To - Akcje
          • Set Temp_Point = (Position of (Selling unit))
          • Set Temp_Group = (Units within 512.00 of Temp_Point matching ((Unit-type of (Matching unit)) RĂłwna siÄ™ Armor))
          • Grupa jednostek - Pick every unit in Temp_Group and do (Actions)
            • PÄ™tla - Akcje
              • WybĂłr - Select (Picked unit) for (Owner of (Buying unit))
          • Custom script: call DestroyGroup (udg_Temp_Group)
          • Custom script: call RemoveLocation (udg_Temp_Point)
          • -------- The Custom scripts are necessary to remove memory leaks. --------
        • Albo - Akcje
How to create working Back Button in shop? I would like to use Back buton for select shop to back into main pick of types items if possible but how to do it?
 
Level 23
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Oct 20, 2012
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3,075
Here's a simpler and a much more efficient version of the trigger:

  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set MainShop = Vendor 0000 <gen>
      • Set TempPoint = (Position of MainShop)
      • Unit - Create 1 Armor for Neutral Passive at TempPoint facing Default building facing degrees
      • Set ArmorShop = (Last created unit)
      • Unit - Create 1 Weapons for Neutral Passive at TempPoint facing Default building facing degrees
      • Set WeaponShop = (Last created unit)
      • Custom script: call RemoveLocation(udg_TempPoint)
  • Shop
    • Events
      • Unit - A unit Sells an item (from shop)
    • Conditions
    • Actions
      • Set TempPlayer = (Owner of (Buying unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Sold Item)) Equal to Weapon
        • Then - Actions
          • Selection - Clear selection for TempPlayer
          • Item - Remove (Sold Item)
          • Selection - Select WeaponShop for TempPlayer
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Sold Item)) Equal to Armor
        • Then - Actions
          • Selection - Clear selection for TempPlayer
          • Item - Remove (Sold Item)
          • Selection - Select ArmorShop for TempPlayer
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Sold Item)) Equal to Back
        • Then - Actions
          • Selection - Clear selection for TempPlayer
          • Item - Remove (Sold Item)
          • Selection - Select MainShop for TempPlayer
        • Else - Actions

I recommend following this tutorial since I followed that tutorial when I made this trigger. This will not show an item on your hero either.

BTW, I do not recommend following world editor tutorials found in youtube. They're usually not efficient, non-MUI nor MPI.

Also, I attached a testmap that is in GUI in case you need something like a reference. ^^
 

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Level 2
Joined
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This is very nice :) is possible to put Back Button into postion 3,2 ? i mean the last possition because here is in 0,0 if im correct

Btw +Rep :) Thx :D

Edit:
Ehh i forgot to ask you something ^^ How to make multipages? i mean.. Shop -> Page(pages) -> page(items) ?? xD

for example i want to create:

Shop
-Potions(Page)
--Tiny(Page)
---Page(items)
--Small(Page)
---Page(items)
--Normal(Page)
---Page(items)
--Big(page)
---Page(items)
--Large(page)
---Page(items)

Need something like about 3 kind of these multipages to make :D
 
Last edited:
Level 23
Joined
Oct 20, 2012
Messages
3,075
This is very nice :) is possible to put Back Button into postion 3,2 ? i mean the last possition because here is in 0,0 if im correct

Find these two data field in Back item the object editor.
Art- Button Position - Turn Off (X)
Art- Button Position - Turn Off (Y)

The X part would be the column number your button will be placed in while Y would be the row.
uniteditor1.jpg

You can also find the Select Hero ability in the object editor and set the Data - Show Select Unit Button to false so that the Back button will appear exactly on the (3,2) spot. (You can also do this to the custom ability called Select Unit All Range in the sample map)

Shop
-Potions(Page)
--Tiny(Page)
---Page(items)
--Small(Page)
---Page(items)
--Normal(Page)
---Page(items)
--Big(page)
---Page(items)
--Large(page)
---Page(items)

Well you just have to add more dummy shop that sell dummy items.

  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set MainShop = Vendor 0000 <gen>
      • Set TempPoint = (Position of MainShop)
      • Unit - Create 1 Armor 1 for Neutral Passive at TempPoint facing Default building facing degrees
      • Set ArmorShop[1] = (Last created unit)
      • Unit - Create 1 Armor 2.1 for Neutral Passive at TempPoint facing Default building facing degrees
      • Set ArmorShop[2] = (Last created unit)
      • Unit - Create 1 Armor 2.2 for Neutral Passive at TempPoint facing Default building facing degrees
      • Set ArmorShop[3] = (Last created unit)
      • Unit - Create 1 Weapons 1 for Neutral Passive at TempPoint facing Default building facing degrees
      • Set WeaponShop[1] = (Last created unit)
      • Unit - Create 1 Weapons 2.1 for Neutral Passive at TempPoint facing Default building facing degrees
      • Set WeaponShop[2] = (Last created unit)
      • Unit - Create 1 Weapons 2.2 for Neutral Passive at TempPoint facing Default building facing degrees
      • Set WeaponShop[3] = (Last created unit)
      • Custom script: call RemoveLocation(udg_TempPoint)

MainShop (or Vendor 0000 <gen>) is the visible shop. Let's just say the Goblin Merchant. While Armor 1 and Weapon 1 are its two sub shops, which are the invisible units that will be selected by the second trigger when the player buys their dummy items. These two subshops will be selling dummy items (The so called "categories") as well. When these two subshops sell their dummy items, the second trigger will select either ArmorShop[2] or ArmorShop [3]. These last two subshop will be the one who will be selling the real items. Same applies for WeaponShop[2] and WeaponShop [3].

You can do this subshop thing so much that there's almost no limit.

BTW, If you're going to have many "categories", it's better off to set each shop into a unit array instead so that your variable editor will not be filled with tons of variables for your shops.

  • Shop
    • Events
      • Unit - A unit Sells an item (from shop)
    • Conditions
    • Actions
      • Set TempPlayer = (Owner of (Buying unit))
      • -------- Weapon subshop and its subshops --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Sold Item)) Equal to Weapon
        • Then - Actions
          • Selection - Clear selection for TempPlayer
          • Item - Remove (Sold Item)
          • Selection - Select WeaponShop[1] for TempPlayer
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Sold Item)) Equal to WeaponSub1
        • Then - Actions
          • Selection - Clear selection for TempPlayer
          • Item - Remove (Sold Item)
          • Selection - Select WeaponShop[2] for TempPlayer
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Sold Item)) Equal to WeaponSub2
        • Then - Actions
          • Selection - Clear selection for TempPlayer
          • Item - Remove (Sold Item)
          • Selection - Select WeaponShop[3] for TempPlayer
        • Else - Actions
      • -------- Armor subshop and its subshops --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Sold Item)) Equal to Armor
        • Then - Actions
          • Selection - Clear selection for TempPlayer
          • Item - Remove (Sold Item)
          • Selection - Select ArmorShop[1] for TempPlayer
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Sold Item)) Equal to ArmorSub1
        • Then - Actions
          • Selection - Clear selection for TempPlayer
          • Item - Remove (Sold Item)
          • Selection - Select ArmorShop[2] for TempPlayer
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Sold Item)) Equal to ArmorSub2
        • Then - Actions
          • Selection - Clear selection for TempPlayer
          • Item - Remove (Sold Item)
          • Selection - Select ArmorShop[3] for TempPlayer
        • Else - Actions
      • -------- Cancel button for each subshop --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Sold Item)) Equal to Back
        • Then - Actions
          • -------- When the player clicks (oir buys) the dummy back button --------
          • -------- If he's currently selecting either of the main shop's subshops, --------
          • -------- The trigger will force him to select the main shop once again. --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (WeaponShop[1] is selected by TempPlayer) Equal to True
                  • (ArmorShop[1] is selected by TempPlayer) Equal to True
            • Then - Actions
              • Selection - Clear selection for TempPlayer
              • Item - Remove (Sold Item)
              • Selection - Select MainShop for TempPlayer
            • Else - Actions
          • -------- If he's currently selecting any of the subshp's subshops, --------
          • -------- The trigger will force him to select the last subshop... etc. --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (WeaponShop[2] is selected by TempPlayer) Equal to True
                  • (WeaponShop[3] is selected by TempPlayer) Equal to True
            • Then - Actions
              • Selection - Clear selection for TempPlayer
              • Item - Remove (Sold Item)
              • Selection - Select WeaponShop[1] for TempPlayer
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (ArmorShop[2] is selected by TempPlayer) Equal to True
                  • (ArmorShop[3] is selected by TempPlayer) Equal to True
            • Then - Actions
              • Selection - Clear selection for TempPlayer
              • Item - Remove (Sold Item)
              • Selection - Select ArmorShop[1] for TempPlayer
            • Else - Actions
        • Else - Actions

On a side note, you could also set the Stats - Stock Replenish Interval of your "category" items to zero so that players will not see the cooldown animations when they move between categories fast enough.

If you can't recreate what I did. Just say and I'll post a test map. :)
 
Last edited:
Level 2
Joined
May 22, 2014
Messages
13
Oh this works perfect :D Im still trying to make these multipages but im keep failling in it, well maybe i need some rest x)

Also fixed some bugs which i made by self and left me to do for now shop with pages and probably i will need some help with few custom items but im not sure how about them yet ^^

Take your time in trying to help with multipages i know they are little dizzy but im pretty sure they are easy but im only yet to noobish because still learning ^^

Edit: Oh you updated now post :) awsome so i will try it now lol my poor sleeping xD cant wait to make it with your help :D Thanks :D
 
Level 2
Joined
May 22, 2014
Messages
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Can you send me map please ? ^^ would be better to learn because im makeing it slowly and for some reasons not all works and i would be able easy with map to findout what i done wrong

Edit: btw i found also how to fix this button to make it for real 3,2 not 2,2 position :)
Skills -> Select Unit All Range (custom created skill) -> Show button for select unit (or something like this - dont know how to translate it correctly) setup into "NO" and then custom skill icon should disapear and our Back button should be moved into our wanted position 3,2 :)
 
Level 2
Joined
May 22, 2014
Messages
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OH right at time already posted xD okay im going to findout now what i done wrong o_O I know its easy but im new at map modding x.x

Edit:
Perfectly Working :) My bad was simple, twice times selected same Armor 2.2 and replaced for 2.3 and thats why i failed :D

Thank You Very Much and ofc when i will be able to give more +rep i will do it so soon as possible and also gives credits for Main Creator of Tutorial + Your Tutorial with Advices :)

Thread is free to close problem has been sloved so if anybody needs same thingy as me then here we go :) reconstruct or copy and edit some from map :D
 
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