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Unfortunately the moderator who comes by here will likely think otherwise.it's not my concern![]()
remove that silly word of yours, it's really bothering mecrozzz said:fking
thnks, post if you found any errorLooks good sir, must be useful for RPG stuff.
it's my signature word B/ no just kidding, I'll remove itremove that silly word of yours, it's really bothering me
how much time you spend for this system? it's a long trigger
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...))
How?This is actually possible to be optimized.
so the max pages it can contain ise 8192/20Edit : Max amount of index is 8192.
What is the purpose of those action buttons and the space right of them?
from up to bottom:
1. use item
2. set item to be shortcut
3. drop
4. sell
5. exit
i guess
empty slot at right is for shortcut slot
Hmm.... Where's the new codes? I want to take a quick review.


Register Variables at Map Init.
Triggers with Player 1 as event aren't MUI (not event MPI), change it to register all players.
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
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
[Inventory_LoopInteger[1]]
Custom script: call BJDebugMsg ( " Inventory_LoopInteger : " + I2S ( udg_Inventory_LoopInteger[1] ) )
Custom script: call BJDebugMsg ( " Inventory_LoopInteger : " + I2S ( udg_Inventory_LoopInteger[1] ) )
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]]
Updated to v1.2.6
name for this system
