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Inventory System w/ Pages

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this thread is still being updated sir :)
The UI is very poor sir, once again it's not my concern here. :)
 
actually it's not really poor, it's just "a little bit below" the standart i guess :p
okay2, I will update it after exam :)
 
Looks good sir, must be useful for RPG stuff.
thnks, post if you found any error

remove that silly word of yours, it's really bothering me

how much time you spend for this system? it's a long trigger
it's my signature word B/ no just kidding, I'll remove it

Just wanna say, at my record this can store more than 120 pages (120x20= 2400 items) normally, if I calculate it, it can maximumly contais max of more than 400 pages. But I haven't test it. Calculation for pages = [biggest integer that can be used for indexing (i dont know exactly about it)]/20
 
  • Set Item_Description[1] = (Externalized string(Name: Temp Sword V...))
  • Set Item_Description[2] = (Externalized string(Name: Temp Shield ...))
  • Set Item_Description[3] = (Externalized string(Name: Temp Ring Va...))
  • Set Item_Description[4] = (Externalized string(Name: Temp Potion ...))
  • Set Item_Description[5] = (Externalized string(Name: Temp Mail Va...))
  • Set Item_Description[6] = (Externalized string(Name: Temp Legs Va...))
  • Set Item_Description[7] = (Externalized string(Name: Temp Lance V...))
  • Set Item_Description[8] = (Externalized string(Name: Temp Helmet ...))
  • Set Item_Description[9] = (Externalized string(Name: Temp Gloves ...))
  • Set Item_Description[10] = (Externalized string(Name: Temp Earrings...))
  • Set Item_Description[11] = (Externalized string(Name: Temp Axe Val...))
This is actually possible to be optimized.

Edit : Max amount of index is 8192.
 
Use Loops, since you use the same function (Externalized String) in the String Variable, using Loop will make people have no need to modify those fields.
 
okay, updated.
I need more reports, comments, critisms, ideas, or anything you want to see in the next update.
 
updated once more time :) I dont care you guys will give me comment or not.
guys I forgot one thing. it can't remove shortcut icon, will fix it soon.
 
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Hmm.... Where's the new codes? I want to take a quick review.

Am I really need to post it now? :( its too many. Beside I haven't make the documentation.
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Updated again to v1.2.3
I hope this gonna be the last little update today -.-
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a true sadness, 4th update today :xxd::xxd:
 
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Register Variables at Map Init.
Triggers with Player 1 as event aren't MUI (not event MPI), change it to register all players.
 
not really :)

jake, which is better?
  • Inventory Select Event
    • Events
      • Player - Player 1 (Red) Selects a unit
    • Conditions
      • (Triggering unit) Not equal to Inventory_Action_Click[1]
      • (Triggering unit) Not equal to Inventory_Action_Click[2]
      • (Triggering unit) Not equal to Inventory_Action_Click[3]
      • (Triggering unit) Not equal to Inventory_Action_Click[4]
      • (Triggering unit) Not equal to Inventory_Action_Click[5]
      • (Triggering unit) Not equal to Inventory_Action_Click[6]
      • (Triggering unit) Not equal to Inventory_Action_Click[7]
    • Actions
or

  • Untitled Trigger 002
    • Events
      • Player - Player 1 (Red) Selects a unit
    • Conditions
    • Actions
      • For each (Integer Inventory_LoopInteger[1]) from 1 to 7, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering unit) Equal to Inventory_Action_Click[Inventory_LoopInteger[1]]
            • Then - Actions
              • Skip remaining actions
            • Else - Actions
 
Of course the second one, Anyway why did you use Array in this integer?
  • [Inventory_LoopInteger[1]]
But I'm not sure if that is better so use this safe message :
  • Custom script: call BJDebugMsg ( " Inventory_LoopInteger : " + I2S ( udg_Inventory_LoopInteger[1] ) )
 
I dont know, I just prefer use one loop integer variable with array (udg_loopint[1],udg_loopint[2],udg_loopint[3]) more than like this udg_loopint1,udg_loopint2,udg_loopint3 = eat so much place, since I use 8 loop integer here.

and

  • Custom script: call BJDebugMsg ( " Inventory_LoopInteger : " + I2S ( udg_Inventory_LoopInteger[1] ) )

this is for what?

and
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Floating Text - Change Inventory_Cooldown_Text[Inventory_LoopInteger[2]]: Disable permanence
      • Floating Text - Destroy Inventory_Cooldown_Text[Inventory_LoopInteger[2]]
disabling permanence befor destroy text, is it nessesary?
 
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About Custom Script: It will shows use a print message on the screen. It will shows you a number of a desired integer so that if you check it, it will let you know if there's anywrong in the code, but nvm.
About Floating Text: I didn't tried that destroying floating text, but maybe setting the text life span to 0.01 ( It is like generic expiration timer for units ). Anyway you've disabled the text permanent so I think it would destroy a floating text.
 
only disabling floating text will destroy the text after several seconds. still we need to destroy them.
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:fp: Updated to v1.2.6
Im still thinking about the suitable cool:ccool: name for this system

fuuuu.... I have just found another bugs, but sad I have to fulfill my promise to update this after moderation :(

oh gosh, I found so many bugs in my inventory recently:( why there's nobody reports anything to me? :(
 
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While good at the time, this system uses an outdated implementation and has not survived the test of time.

Lacking
 
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