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Inventory & Equipment UI System v1.4.3

This is an extended Inventory and Equipment system. It allows any unit to have an unlimited (or limited) amount of items in their inventory.

An inventory window will pop up where you can manage or equip your items. The window is overlay onto the current camera, so it doesn't take you away from gameplay.

There are many things to configure in the Inventory trigger.

Full documentation coming soon™

Changelog


v1.4.3
  • Updated texttag positions to fit on patches 1.29.1+.
  • The selector glow is no longer shown when the inventory is closed.
  • The selector glow now longer shows in the middle of the screen on items with no equipment slot.
v1.4.2
  • Unofficial quick fix version for broken Blizzard patch.
v1.4.1
  • The selection glow no longer shows for the equipment window if it's not open.
  • Fixed a bug where a line of the tooltip might get overwritten.
  • Updated some items to have colored names.
  • Improved tooltip formatting.
v1.4.0
  • Updated the UserInterface library to 1.0.6. This fixes a desync (should be desync-free now).
  • Redesigned the interface layout to be more practical and compact.
  • You may now Right-Click to equip an item.
  • When selecting an item it will highlight and so will the corresponding equipment slot.
  • When socketing an item you can confirm it through a dialog (to prevent accidental socketing).
  • Added a Drop button which allows you to drop items from your inventory.
v1.3.4
  • Added different terrain heights and water levels to the demo.
  • Set dummy units movement type to float.
v1.3.3
  • Updated the UserInterface library to 1.0.5. This allows the the UI to be displayed over water.
  • Improved the default tooltip design.
  • Updated PlayerUtils to 1.2.8.
v1.3.2
  • Fixed a potential TimerUtils leak.
  • Reduced the default tooltip line length to support lower resolutions.
  • Adjusted default player name position on the hero window.
  • Updated PlayerUtils to v1.2.7.
v1.3.1
  • Tooltip position is now dynamic. It will popup over the item you clicked (see screenshot).
  • Equipment window is now bigger by default.
  • Many more configuration options added to the equipment window.
  • Removed timer timeout increment in favor of a static value (UI_REFRESH_RATE).
  • Renamed and organized custom imports.
  • The character model dummy is now destroyed when the equipment window is destroyed.
  • Updated UserInterface to v1.0.4.
  • Updated PlayerUtils to v1.2.6.
v1.3.0
  • Rewrote DGUI library and renamed it to "UserInterface". Many improvements were made here which will be announced in a separate thread.
  • Bonus abilities now preload properly, removing the initial lag when equipping an item.
v1.2.1
  • Number of sockets is now displayed in the tooltip.
  • Started rewrite of DGUI library.
  • Fixed a bug that could cause the removed gem bonus amount to be wrong when unequipping.
  • Fixed a bug where the timer timeout could end up below the minimum.
v1.2.0
  • Implemented socketing system.
  • New item type "gem" which can be socketed into gear items for bonus stats.
  • Unit no longer has to have vision of the inventory dummy units to be able to see it (dummies have sight now).
  • Fixed a potential desync in multiplayer.
v1.1.0
  • Added the option for items to have randomized stat values.
  • Implemented a parsing system which allows you to initialize items through a string.
  • Fixed a bug where items that added abilities when acquired (not equipped), wouldn't be removed.
  • Fixed a new bug (from v1.0.5) that wouldn't hide icons when switching pages.
v1.0.5
  • Added function "HERO_WINDOW_NAME" where you can configure what name is displayed in the equipment window.
  • onEquip/onUnequip are initialized to null to prevent a thread crash when they aren't used.
  • Moved equip/unequip event execution to their respective methods (opposed to on click functions).
  • Moved UnitDex check from DGUI library to the inventory & equipment structs.
v1.0.4
  • Fixed an issue where items could disappear and the camera wouldn't follow the unit when switching bag pages.
v1.0.3
  • Dummy units are created per-player instead of per-instance (drastically reduce dummy count).
  • X/Y variables are no longer constant (dynamically move window location).
  • Can now specify scale for models in the preview window.
  • Organized code and modules. Tooltip is now a separate module.
Previews
Contents

Inventory & Equipment System v1.4.1 (Map)

Inventory & Equipment System v1.4.3 (Map)

Reviews
KILLCIDE
Extremely powerful system, and a great example of what your User Interface library can do. As I mentioned in that thread, the logic behind it is beyond me, but I do see the amazing potential and usefulness of having this system in the database. With...
Also when using Metamorphosis on Demon Hunter and/or Robo-Goblin on Tinker the buttons "Inventory" and "Character" disappear upon transforming. When transforming back to normal tho, those icons remain gone
(Storm, Earth and Fire works fine tho o_O)

You have to make the ability permanent by using this line:

JASS:
call UnitMakeAbilityPermanent(UNIT,true,ABILITY_ID)
 
Updated to 1.3.2.
  • Fixed a potential TimerUtils leak.
  • Reduced the default tooltip line length to support lower resolutions.
  • Adjusted default player name position on the hero window.
  • Updated PlayerUtils to v1.2.7.
@Strikest Double click detection is possible but it's convoluted right now. I plan to implement it eventually.
@Dr. Boom You can add new hero models in the "EquipHeroModels" trigger.
@Zeratul_du_38 Thanks, it should be fixed now.
 
Version 1.4 should be a significant change. I plan to clean up much of the code, then I can work on the documentation.


Updated to 1.3.3.
  • Updated the UserInterface library to 1.0.5. This allows the the UI to be displayed over water.
  • Improved the default tooltip design.
  • Updated PlayerUtils to 1.2.8.
Updated to 1.3.4.
  • Added different terrain heights and water levels to the demo.
  • Set dummy units movement type to float.
 
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Zwiebelchen

Hosted Project GR
Level 35
Joined
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Messages
7,236
Wow, I haven't noticed this one yet.
Great to see another FSI popping up with a neat vJass coding style.

I have to say the idea to lock the camera to the unit once you open the inventory is very smart. It gets rid of the slow camera natives and lots of synchronization issues with GetCameraTargetPosition(). Clever! Much better solution than having the inventory created at a fixed location.


Some stuff that could be improved imho:

1) Imho, you should get rid of timer utils. It just makes the system slower by adding a truckload of pointless overhead. Imho, TimerUtils is a useless resource now that we have hashtables for easy timer attachment.
Have a single global 60 fps timer instead (yes, 60, not 32; we are doing full screen operations here, so the difference is noticable in terms of screen flickering, especially when trying to manipulate the camera)

2) I have to say I'm not a huge fan of how the equipment system works in terms of user control. For example, dropping items with right-click is unintuitive. People are used to right clicks as the equip option. Dropping items could be a seperate button just like an equipment slot that you can left-click-move items to.

3) Some visible animation for what icon is currently selected could be useful for stronger visual feedback. For example, the sparkle effect of an activated auto-cast ability would look great.


Other than that I can say that this is definitely the best FS UI maker that we have so far. It's a shame that selection events are so slow that it kinda ruins the experience in multiplayer. Here's hoping that blizzard eventually fixes the delay on the selection natives to match that of unit orders.
 
@Zwiebelchen
  1. I thought the same thing yesterday but wasn't sure/didn't get around to it. Currently I think it's optional, but it will be removed anyway.
  2. I want to get double click to equip to work, but it was giving me some issues. I think you may be right, the option to drop the item on the tooltip and having right click to equip might be more intuitive.
  3. Yes I am planning on it for 1.4. I already have various highlight models from past FSGUI systems.

In terms of network performance, it seems to have less lag than trackables. The only difference is we can't detect hover, but we have right click detection. Though, at least the mouse turns color when hovering and you hear a clicking sound when clicking.

I haven't noticed any significant delay online with this. I also managed to get it to work with a full house without fps lag (due to only updating UI position locally).

The code still needs some updating, but it's perfectly fit for use in a map in it's current state.
 

Zwiebelchen

Hosted Project GR
Level 35
Joined
Sep 17, 2009
Messages
7,236
I want to get double click to equip to work, but it was giving me some issues. I think you may be right, the option to drop the item on the tooltip and having right click to equip might be more intuitive.
Honestly, I wouldn't bother with double clicks at all. It's a pain in the ass to do, as you'd have to deal with the problem that you have twice the normal click event delay on double clicks. In multiplayer, players will almost always double-click faster than you can detect it due to how slow the selection events are. Users would have to intentionally double-click slower than natural to make it work.

I think you can design a neat intuitive UI with just left and right clicks alone.

Btw, how did you implement the right-click option? Are you using smart orders there? If so, right clicks will have much less delay than left clicks in multiplayer. Which leads to an interesting design concept to eliminate selection event delay in multiplayer: Designing the UI around using only right clicks for basic functions and limiting selection events to purely visual stuff like displaying tooltips.

I mean; why do we even need a left click event?
When you think about it, you could design it this way to get rid of all selection events in user functions:

- left clicking selects the actual dummy icon just like a normal unit (you can hide the selection circle or just leave it as it is); the tooltip still uses the selection event and will have a delay, but thats just visible and every other operation will not have that delay
- right clicking with a dummy icon selected moves the item to the clicked slot (the user actually smart-ordered that item)
- left clicking something else or pressing ESC deselects that item (like it would with any unit, so that doesnt even have to be implemented)


Yes I am planning on it for 1.4. I already have various highlight models from past FSGUI systems.
Also, I can't stress how important audio feedback is for the feeling of a UI. Blizzard is masterclass of this. Just take a look at how hearthstone provides neat audio and visual feedback on every interface element. Everything does a neat "pop" or "click" or whatever sound once you interact with it. This is why Blizzard games feel so much cleaner and intuitive than other AAA-games.

Basicly everything in the UI (except maybe tooltips) should have some sound associated with it.
 
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Honestly, I wouldn't bother with double clicks at all. It's a pain in the ass to do, as you'd have to deal with the problem that you have twice the normal click event delay on double clicks. In multiplayer, players will almost always double-click faster than you can detect it due to how slow the selection events are. Users would have to intentionally double-click slower than natural to make it work.

There is a trick with double clicks though. Since the game automatically selects all units of the same type nearby when you double click, the last unit that is selected is usually the same. However with many buttons and varying terrain sometimes it bugs. I got it working fine in multiplayer in my UI demo in the spells section, but it's basic.

I think you can design a neat intuitive UI with just left and right clicks alone.

Btw, how did you implement the right-click option? Are you using smart orders there? If so, right clicks will have much less delay than left clicks in multiplayer. Which leads to an interesting design concept to eliminate selection event delay in multiplayer: Designing the UI around using only right clicks for basic functions and limiting left-clicks to purely visual stuff like displaying tooltips.

Yeah I noticed right clicks are much more responsive.

Also, I can't stress how important audio feedback is for the feeling of a UI. Blizzard is masterclass of this. Just take a look at how hearthstone provides neat audio and visual feedback on every interface element. Everything does a neat "pop" or "click" or whatever sound once you interact with it. This is why Blizzard games feel so much cleaner and intuitive than other AAA-games.

Basicly everything in the UI (except maybe tooltips) should have some sound associated with it.

Well, clicking buttons already provides a clicking noise. The only other thing I can think of are sounds for opening / closing the UI and equipping stuff.

If we had a modeler / animator we could do some pretty cool things with window animations and submenus though.
 
I updated my previous post with a suggestion that would allow to detach all interactions with the UI from the selection event. The only thing one would still need a selection event for would be displaying the tooltip, which is imho fine if that isn't near-instant.

Yeah I guess we could focus more on orders to reduce delay. I should probably test the speed differences first though.

We could possibly also detect attacks (A hotkey + click) as a way to drop items. Or depending on the user, an ability with the desired hotkey can be given to the selected unit.

I was also looking for a way to detect right click item drop onto a inventory slot, but no order is given when the unit is attempting to give the item to the dummy.
 

Zwiebelchen

Hosted Project GR
Level 35
Joined
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Messages
7,236
There is an order for swapping inventory items. But I'm not sure if you can detect a simple give item order.

I don't see why that is necessary though.


Depending on network ping, order delay is MUCH faster than selection events. Order event delay is somewhere between 0.1-0.3 seconds, whereas selection events can take up to a full second in laggy bnet games.


About attacks and abilities to catch hotkeys: I personally wouldn't do that simply because it looks quite ugly (attack stats visible in the command card and stuff). Also you can no longer abuse the ward unit type to hide the command card then, which does wonders for the look and feel.

Also, relying on hotkeys is unintuitive. If you build a GUI anyway, you should make use of that GUI, imho.
 
Is it possible to have the hero portrait show item attachments?

If by the portrait you mean the character model in the equipment window, then yes. If you mean the portrait near the hp/mp values on the game UI, then no.

In order to make the hero equipment window show attachments it requires some editing of the core code. You would have to change Equipment.charModel to load a dummy unit that has the model of your hero, which can be faced towards the screen instead of the dummy.mdx model. Then in the onEquip event you can add the attachments.

If you just want your equipment unit (not the dummy in the window) to have attachments there are many ways.

Also, can the # of pages in your inventory be dynamic?

Yes, you can change the value of Inventory.MAX_PAGES

JASS:
// max # of pages the inventory can have
static integer MAX_PAGES = 1

There is an order for swapping inventory items. But I'm not sure if you can detect a simple give item order.

I don't see why that is necessary though.

Because it would be cool to drop items from the bag to the inventory.

Depending on network ping, order delay is MUCH faster than selection events. Order event delay is somewhere between 0.1-0.3 seconds, whereas selection events can take up to a full second in laggy bnet games.

The only problem with right clicks is if a unit is behind the UI element it sometimes clicks the unit instead.

But, I think it may be possible to avoid that be checking if the issued order point is under the UI element.
 

Kazeon

Hosted Project: EC
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Messages
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Because it would be cool to drop items from the bag to the inventory.
I'd use some sort of "porter" slot. It's an extra single bag slot placed somewhere in your UI. The slot dummy must have inventory ability.
To port an item from inventory to bag directly, use the porter slot dummy unit acquires item event. So user can port items to the bag directly by right clicking the item from inventory and then left-click the porter slot (max item drop range must be increased to achieve this). To port from bag to inventory, well you know what to do.

I had this feature in my inventory system yet I thought it's not that useful in my map, so I dropped it. But it will definitely become a fancy and useful feature for many.

EDIT:
Come to think about it, you can actually add inventory ability to each slot dummy unit so user can chose which slot he want to move the item. I haven't tested it in common map yet tho. In my map it doesn't desync because the main controller is an immobilized dummy.
 
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Level 1
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Messages
275
I just fooled around testing the system out again.
When you click a gem, and then click a socketable item right after, it automatically sockets.
My intent was not to socket, but to view the socketable items tooltip.
With that, could I suggest that the tooltip is displayed when hovering on items, or some kind of confirmation when trying to socket items?
 
I just fooled around testing the system out again.
When you click a gem, and then click a socketable item right after, it automatically sockets.
My intent was not to socket, but to view the socketable items tooltip.
With that, could I suggest that the tooltip is displayed when hovering on items, or some kind of confirmation when trying to socket items?

Hover detection is not possible without trackables, which can't be moved or deleted, so it's essentially not possible.

However I do think that socketing should have some confirmation before completing.
 
Level 1
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Hover detection is not possible without trackables, which can't be moved or deleted, so it's essentially not possible.

However I do think that socketing should have some confirmation before completing.

An overkill way to do it would be creating a whole window for socketing like WoW has done it, allowing for overriding gems and such, but a simple confirmation would do just as well.
Also a bummer that trackables can't be moved, but thanks for the info :)
 
Level 37
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Jul 22, 2015
Messages
3,485
Extremely powerful system, and a great example of what your User Interface library can do. As I mentioned in that thread, the logic behind it is beyond me, but I do see the amazing potential and usefulness of having this system in the database. With that in mind, this system can only improve if more users begin to use it.

Needs Fixed

  • Nothing

Suggestions

  • "Full documentation coming soon" - Please update the description to include this.

Status

Approved
 
Level 1
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Jan 23, 2015
Messages
160
Really eager to see documentation for this system soon. It seems very powerful, and naturally that makes it very complicated. I haven't had a ghost of a chance of even making a unit I desire to have the inventory system attached to it. Watching this system very closely, it has a lot of potential!
 
Level 1
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Jan 23, 2015
Messages
160
Don't give up on this system! Full doc would make it much easier, I am unable to figure out how to implement this successfully. You did such a good job keep it up!
 
Level 5
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Jul 17, 2010
Messages
140
Hello! for some reason I get this the download is fresh, Im using SharpCraft.

Thanks in advance.

-Dominic
 

Attachments

  • Skærmbillede 2017-10-19 15.08.33.png
    Skærmbillede 2017-10-19 15.08.33.png
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Level 1
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Hello! for some reason I get this the download is fresh, Im using SharpCraft.

Thanks in advance.

-Dominic

Dominic, I just downloaded map again and the problem did not come up. Also using sharpcraft.

May I suggest you check to ensure the destination you are saving maps is Documents/Warcraft III/, while the remainder of your WCIII programs (Including Sharpcraft!) are in C:/Program Files(could be x86) and attempt to run it again. If this does not work come back, it may be that you have a corrupt mpq or simply need it in a different location.

Alternatively, you could reinstall warcraft III. Let me know!
 
Level 1
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Sorry in advance for double post!

I've been going over the code a bit since I had some more time. Managed to manipulate it to make the inventory work for a character that I choose. Big progress for me haha.

However, what I could not accomplish and wonder if the system accommodates is this - can 1 player have at least 2 characters and this system still works?

Like single player RPG with multiple characters, I cant seem to configure this to work so that the player can access each characters inventory. Is this possible? Thanks!
 
Updated to 1.4.0.
  • Updated the UserInterface library to 1.0.6. This fixes a desync (should be desync-free now).
  • Redesigned the interface layout to be more practical and compact.
  • You may now Right-Click to equip an item.
  • When selecting an item it will highlight and so will the corresponding equipment slot.
  • When socketing an item you can confirm it through a dialog (to prevent accidental socketing).
  • Added a Drop button which allows you to drop items from your inventory.

inv1.png




Sorry in advance for double post!

I've been going over the code a bit since I had some more time. Managed to manipulate it to make the inventory work for a character that I choose. Big progress for me haha.

However, what I could not accomplish and wonder if the system accommodates is this - can 1 player have at least 2 characters and this system still works?

Like single player RPG with multiple characters, I cant seem to configure this to work so that the player can access each characters inventory. Is this possible? Thanks!

Any unit can have their own inventory, equipment, or both. You can however only display one at a time.
 
Shows a highlight on the character screen when an equippable item is selected, even if the character screen is not opened. Add a check for that.

Doubleclicking quickly will always select the top-right interface unit. I had solved this issue when I was making my own system like this (albeit in wurst), but I forgot how I solved it.
 
Updated to v1.4.1
  • The selection glow no longer shows for the equipment window if it's not open.
  • Fixed a bug where a line of the tooltip might get overwritten.
  • Updated some items to have colored names.
  • Improved tooltip formatting.
I'm trying to think of a way to incorporate drag & drop from the bag to the inventory, but the only items in the standard hero inventory currently are consumables.
 
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Bug: If the last clicked button was in the character menu, when the inventory is opened but the char menu isnt, the blue glow will float above the space of the character menu. Same with the opposite.
 
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If anyone has a strange message about $File Name$ or something when trying to save after editing, TriggerHappy made this version and it worked for me.
 

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Id like to ask if any of the following ideas are on the table for the future:

>Items that run certain triggers to check conditions, eg if unit has a certain ability, either carrion swarm of shockwave
>a generic inventory thats not tied to a specific unit but can still run triggers, by for example, tying it to a unit type. This way you can have a unit customization system like in Alpha Centuari
>the ability to activate items from the inventory as spell, same way you use items in the default inventory
>tie both the inventory and the equipment to one button
>will it work with the new natives, such as
native SetItemName takes item whichItem, string name returns nothing
native SetItemDescription takes item whichItem, string name returns nothing
native GetItemDescription takes item whichItem returns string
native SetItemTooltip takes item whichItem, string name returns nothing
native GetItemTooltip takes item whichItem returns string
native SetItemExtendedTooltip takes item whichItem, string name returns nothing
native GetItemExtendedTooltip takes item whichItem returns string
native SetItemIconPath takes item whichItem, string name returns nothing
native GetItemIconPath takes item whichItem returns string
 
I'm planning a v2 rewrite depending on how the new natives are going to work out.

Id like to ask if any of the following ideas are on the table for the future:

They are all already possible.

Items that run certain triggers to check conditions, eg if unit has a certain ability, either carrion swarm of shockwave

JASS:
function CustomItemCondition takes nothing returns boolean
    return UnitHasAbility(InvItem.eventUnit, 'abil')
endfunction
set itm.equipCondition = Filter(function CustomItemCondition)
a generic inventory thats not tied to a specific unit but can still run triggers, by for example, tying it to a unit type. This way you can have a unit customization system like in Alpha Centuari

Create a dummy unit, assign it an inventory, attach that to an ability, give that ability to all units of a specific type.

tie both the inventory and the equipment to one button

That can easily be done yourself by combining the logic in Show Inventory and Show Equipment triggers.

the ability to activate items from the inventory as spell, same way you use items in the default inventory

I should add an onClick event to buttons so people can implement that themselves.

will it work with the new natives, such as
native SetItemName takes item whichItem, string name returns nothing
native SetItemDescription takes item whichItem, string name returns nothing
native GetItemDescription takes item whichItem returns string
native SetItemTooltip takes item whichItem, string name returns nothing
native GetItemTooltip takes item whichItem returns string
native SetItemExtendedTooltip takes item whichItem, string name returns nothing
native GetItemExtendedTooltip takes item whichItem returns string
native SetItemIconPath takes item whichItem, string name returns nothing
native GetItemIconPath takes item whichItem returns string

The natives are useless for me right now because they affect all items of the same type.
 
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Triggerhappy would you consider making a tutorial on how to implement this for the weaker-minded Hiver's like me? Perhaps a youtube video or something
 
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In your EquipItemParser trigger Shield is registered twice (not a functional error).
Also, gloves and pauldrons seem to be occupying the same inventory slot. No?
I can't see itm.slot = 8 anywhere, so gloves are supposed to be 8, right?

public function ParseTypeToSlot takes InvItem itm, string t returns nothing
if (t == "weapon") then
set itm.slot = 13
elseif(t == "shield") then
set itm.slot = 14

elseif(t == "armor") then
set itm.slot = 3
elseif(t == "boots") then
set itm.slot = 11
elseif(t == "bracers") then
set itm.slot = 10
elseif(t == "gloves") then
set itm.slot = 9
elseif(t == "belt") then
set itm.slot = 4
elseif(t == "helm") then
set itm.slot = 1
elseif(t == "pauldron") then
set itm.slot = 2
set itm.slotAlt = 9
elseif(t == "amulet") then
set itm.slot = 7
elseif(t == "pants") then
set itm.slot = 5
elseif(t == "ring") then
set itm.slot = 6
set itm.slotAlt = 12
elseif(t == "shield") then
set itm.slot = 14

elseif(t == "socket" or t == "gem") then
set itm.isSocket = true
endif
endfunction
 
Level 17
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Also, one more thing:

I think most people will have a difficulty to import the system into their maps, because the unit, ability, destructible, etc. IDs will already exist in their maps.

It would be much more noobfriendly, and easier to import if you used custom IDs. Something like 'TH00' would be a unit ID that probably nobody used in their existing maps.

I know JNGP has a feature that allows you to do this. Probably other tools as well?
 
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May 20, 2018
Messages
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Hello!
I am really fascinated in this system, but the problem I have is that I can not find a way to integrate it with the Codeless Save System that you have created, I have already read all the comments of this Topic and I see that you answer the question that you have I pose, but, I do not understand what you are trying to explain and I do not know if that is why when you explained it you based yourself on an older version or i'm a stupid xd


I really want your help in this doubt that I have, thanks in advance.

Regards
 
Updated to v1.4.3
  • Updated texttag positions to fit on patches 1.29.1+.
  • The selector glow is no longer shown when the inventory is closed.
  • The selector glow now longer shows in the middle of the screen on items with no equipment slot.
I left v1.4.1 up for people on patches prior to 1.29.1.

I'm hesitant to continue working on this in hopes that Blizzard provides us some real user interface API.
 
Level 1
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May 20, 2018
Messages
5
Hello!
I am really fascinated in this system, but the problem I have is that I can not find a way to integrate it with the Codeless Save System that you have created, I have already read all the comments of this Topic and I see that you answer the question that you have I pose, but, I do not understand what you are trying to explain and I do not know if that is why when you explained it you based yourself on an older version or i'm a stupid xd


I really want your help in this doubt that I have, thanks in advance.

Regards

Some one help me? please...
 
I want use both systems, still to the date of today I do not manage to obtain that both work together...

They both 100% work together and if you have ever used a save system before it should be trivial to implement this with the multiple examples I have given in past posts.

Save/load systems save integers. Everything can represented as an integer, thus anything stored by this system can be saved.

this is how you retrieve an item equipped by a unit.

  • Set udg_SomeUnit = YOURHERO
  • Custom script: set udg_SaveValue[0] = Equipment[udg_SomeUnit].item[0]
  • Custom script: set udg_SaveValue[1] = Equipment[udg_SomeUnit].item[1]
 
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