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MUI Advanced Equipment System (+Save/Load +Event)

This is my Advanced Equipment System

It is based on the same idea like many others: click on an item and it gets equipped, click on it in the equipment screen to unequip it.

It is advanced because it has many special options available!
Prevent unit types from equipping certain items.
Items may change animations.
Save/load code integration
and many more...

For explaination of the included functions check the documentations included in the map

Features:
  • decide whether a weapon is one or twohanded
  • give a unit a special animation tag, depending on the equiped item
  • an offhand tag will overwrite all mainhand tags (a shield will always cause defend animation)
  • functions for forcing equip/unequip
  • functions for getting information
  • functions for prohibiting a unit from equipping an item (for example for race-only items)
  • Save/load code generator included
  • Register Events to your triggers, firing on item equip and unequip
  • items can give countless abilities



my system is MUI, so every unit can have its own equipment, and easy to customize.
full documentation included.

New improved "How to import" and "How to Use" included, too!!

YOU NEED JNGP AND JASS KNOWLEDGE TO GET THIS WORKING! WITHOUT JNGP AND JASS KNOWLEDGE IT IS IMPOSSIBLE!

I importet some files!!!
the icons and models don't violate any rules, because they are necessary to show what this system can do!! credits ingame.

comment and if you like it maybe +rep^^
give credits when used

have fun

IMPORTANT:
For all who ask me to make the system in a spellbook:
That would be much more work for the users of this system and highly inefficient!!
I will not change that so don't ask me to do that anymore!




UPDATE v.1.5:
I read vercas suggestions and improved my scripting.
Adding an item is now much more simple^^
thx to vercas for his review

UPDATE v.2.0:
Tige_R found a bug, reseting the shield animation when another item got unequipped
fixed that!!

UPDATE v.3.0: BIG thx to teldrassil who found a huge bug which was settled in all my systems!!! i managed to fix it and updated ALL my newer systems!!!

UPDATE v.4.0: now there is no need anymore that the equipable items are of one itemclass! added system code to the description here

UPDATE v.5.0: it's possible now, to make items give up to 3 abilities when equipped instead of 1 in the previous versions...

UPDATE v.6.0: The bug fixed in v.2.0 was still there... now its really gone AND the script is 1.24 compatible

UPDATE v.6.5: added a new function (IsEquipmentClassEmpty) to check whether a specific unit has something from class x equipped
more information in the code

UPDATE v.7.0: added a new function (GetEquipItemID) to get an items rawcode which is equipped
more information in the code

UPDATE v.8.0: added 3 new functions (GetEquipItemIndex, EquipItemByIndex and EquipItemByID) to get an items index which is equipped (not the same as rawcode) and to equip a item by this index, which helps with the usage of Save/Load Systems
the last function makes you able to equip an item by its rawcode.
more information in the code

UPDATE v.9.0: again 2 new functions for prohibiting a unit from equipping an item or allowing it again for it(EnableItemEquipByID and EnableItemEquipByIndex) and a new function for getting the index of an item (not of its rawcode) --> GetItemIndex
Also much better performance because of the use of hastables!

UPDATE v.10.0: all O(n) searches are now replaced by hashtables!! also there is a new function (TransferEquipment) to move the equipment from unit a to unit b

UPDATE v.11.0: made the item registeration useable outside the library, improved documentation

Update v.12.0: created a how to import and structured the code a little more. also improved the empty-slot-icons

Update v.13.0: New code for equipping items and a new workaround for twohanded items

Update v.14.0: Reworked the beginning of the code, changed variable names, and removed a last rest of german i left in the testmap...


NEW versions:
Update v.2.0: At first I'd like to thank you for your great support!!
As so many of you love it I decided to refresh this a little!
Well i got a lot more experience since i first uploaded this and decided to remake the code... now takes advantage of much more efficient struct usage, doesn't need any hashtable anymore, runs smoother, more ways to work with (if you understand vJass), and many more new things...
Whole new documentation and new methods to work with!
Of course I kept the old names for most of the functions to make it easier for you to apply the new update!
SO: Have fun :D

Update v.2.1: Added Save/Load system, fixed the unequip function, added unequipAll function

Update v.2.2: Added Events and updated the "how to use"

UPDATE v.2.3: Thanks to creativeRPG for finding a very bad bug! i fixed it and suggest everyone to only use the new code!! the one from 2.2 may not work and freeze your game!

Update v.2.4: creativeRPG found more deadly bugs: you could equip items with all units you wanted to the unit owning the inventory and when equipping a one handed weapon while a two handed weapon was equipped the "offhand slot not available" button didn't vanish... fixed now! redownload is necessary!!!!!

Update v.2.5: aaaand again creativeRPG found a bug when you have too many items in your map the index gets too high for the system and it stops working

Update v.3.0: I chagned the whole code for equipping and unequipping and improved the ability handling:
its possible to get up to 50 abilitites from each item
added disbtns for my icons

Update v.3.1: Fixed bugs with syncing the inventories causing mass item creation on the map, made items in the dummys inventory undropable

Update v.4.0: Reduced Abilities per item to 20, fixed a bug for multiplayer usage preventing a second player from using the system, fixed an animation bug where the shield animation didn't disappear

Update v.5.0: New code cause the old one was buggy as hell :D works like a charm now

Update v.5.1: Fixed a bug regarding set Equipment[].owner=

Update v.5.2: Fixed a bug causing standard items to unequip registered equipment



JASS:
library AdvancedEquipmentSystem requires LinkedListModule, RegisterPlayerUnitEvent

    // The_Witcher's Equipment System
    //
    // This is my easy to use equipment system, which adds an equipment screen to any unit you want.
    //  equipped items can give up abilities to the owner and can change the animations of him...
    //
    //
    //       To learn how to use this system please read the "How To Use" delivered in the demo map
    //
    //
    // Requirements:
    //    JASS knowledge
    //    LinkedList (http://www.hiveworkshop.com/forums/jass-resources-412/snippet-linkedlistmodule-206552/)
    //    RegisterPlayerUnitEvent (http://www.hiveworkshop.com/forums/jass-resources-412/snippet-registerplayerunitevent-203338/)
    //
    // have fun^^

    //**************************************************
    //********************SETUP PART********************
    //**************************************************

    globals
        // this is the rawcode of the unit which works as inventory
        public constant integer INVENTORY_DUMMY = 'h007'
     
        // this is the class you selected as mainhand class
        public constant integer MAINHAND_CLASS = 0
     
        // this is the class you selected as offhand class
        public constant integer OFFHAND_CLASS = 1
        
        // this is the amount of total classes you have
        public constant integer CLASSES = 9
     
        // this is the ability to close the inventory
        public constant integer EXIT_ABILITY = 'A00G'
     
        // this is the ability to open the inventory
        public constant integer OPEN_ABILITY = 'A003'
        
        // this is the ability which gives the dummy the same inventory as your hero has
        public constant integer INVENTORY_ABILITY = 'AInv'
     
        // this is the icon ability shown in the offhand slot when a twhoanded weapon is equipeed
        public constant integer TWOHAND_ABILITY = 'A00Z'
        public constant boolean SHOW_TWOHAND_ABILITY = true
     
        // this is the text shown when a unit is trying to equip an item which it isnt allowed to
        // example: " can't equip " becomes ingame something like   Soldier can't equip Giant Sword
        public constant string UNABLE_TO_EQUIP_STRING = " can't equip "
    endglobals

    //************************************************************
    //********************SETUP PART ENDS HERE********************
    //************************************************************
    //*****************Don't edit anything below******************
    //************************************************************

    globals
        private trigger OnEquip
        private trigger OnUnequip
        private integer TriggeringItem
        private unit EquippingUnit
        private hashtable table
    endglobals
    
    private struct AbilityList extends array
        integer abi
        implement LinkedList
        
        static method create takes nothing returns thistype
            return .createNode()
        endmethod
        
        method remove takes nothing returns nothing
            call .removeNode()
            call .deallocate()
        endmethod
        
        method add takes integer abi returns nothing
            local thistype new = .allocate()
            set new.abi = abi
            call .insertNode(new)
        endmethod
    endstruct


    // **** struct EquipmentItem ****
    private struct EquipmentItem extends array
        readonly integer id
        readonly integer class
        readonly AbilityList abilities
        readonly integer icon
        readonly boolean twohanded
        readonly string tag

        static method operator [] takes integer itemid returns EquipmentItem
            return itemid - 'I000' + CLASSES + 1
        endmethod
    
        static method create takes integer id, integer icon, integer class, boolean twohanded, string animation returns EquipmentItem
            local EquipmentItem this = id - 'I000' + CLASSES + 1
            if id - 'I000' >= 0 then
                call SaveBoolean(table, id - 'I000', 0, true)
            endif
            set .id = id
            set .class = class
            set .icon = icon
            if id >= CLASSES + 1 then
                set .abilities = AbilityList.create()
                if class == MAINHAND_CLASS then
                    set .twohanded = twohanded
                else
                    set .twohanded = false
                endif
                if (class == MAINHAND_CLASS or class == OFFHAND_CLASS) and id != 0 then
                    set .tag = animation
                else
                    set .tag = ""
                endif
            endif
            return this
        endmethod
        
        method addAbility takes integer abi returns nothing
            call .abilities.add( abi)
        endmethod
        
        method applyAbilities takes unit u, boolean add returns nothing
            local AbilityList node = .abilities.next
            loop
                exitwhen node.head
                if add then
                    call UnitAddAbility(u, node.abi)
                else
                    call UnitRemoveAbility(u, node.abi)
                endif
                set node = node.next
            endloop
        endmethod
    endstruct

    public function RegisterNewClass takes integer emptyicon, integer class returns nothing
        call EquipmentItem.create('I000' - CLASSES - 1 + class, emptyicon, class, false, "")
    endfunction

    // **** struct Equipment ****    
    struct Equipment
        private static EquipmentItem twohandIcon
    
        private unit u
        private unit dummy
        readonly string animtag = ""
        readonly EquipmentItem array Item [12]
    
        static method operator [] takes unit u returns Equipment
            return LoadInteger(table, GetHandleId(u), 0)
        endmethod
    
        method operator owner takes nothing returns unit
            return .u
        endmethod
    
        method operator owner= takes unit new returns nothing
            local integer i = 0
            loop
                exitwhen i >= CLASSES
                if .Item[i] != 0 then
                    call .Item[i].applyAbilities(.u, false)
                    call .Item[i].applyAbilities(new, true)
                endif
                set i = i + 1
            endloop
            call AddUnitAnimationProperties(.u, .animtag, false)
            call UnitRemoveAbility(.u, OPEN_ABILITY)
            call AddUnitAnimationProperties(new, .animtag, true)
            call UnitAddAbility(new, OPEN_ABILITY)
            set .u = new
            call SaveInteger(table, GetHandleId(.u), 0, this)
            call SaveInteger(table, GetHandleId(.dummy), 0, this)
        endmethod
        
        method syncInventories takes nothing returns nothing
            local integer i = 0
            loop
                exitwhen i >= 6
                call RemoveItem(UnitItemInSlot(.dummy, i))
                call UnitAddItemToSlotById(.dummy, GetItemTypeId(UnitItemInSlot(.u, i)), i)
                call SetItemDroppable(UnitItemInSlot(.dummy, i), false)
                set i = i + 1
            endloop
        endmethod
    
        private method refreshAnimation takes nothing returns nothing
            local string a = .Item[MAINHAND_CLASS].tag
            if .Item[OFFHAND_CLASS] != 0 and .Item[OFFHAND_CLASS] != twohandIcon then
                set a = .Item[OFFHAND_CLASS].tag
            endif
            call AddUnitAnimationProperties(.u, .animtag, false)
            call AddUnitAnimationProperties(.u, a, true)
            set .animtag = a
        endmethod
        
        method equipEmptyClass takes integer class returns nothing
            call UnitAddAbility(.dummy, EquipmentItem(class).icon)
            set .Item[class] = 0
        endmethod
        
        method equipTwohandIcon takes nothing returns nothing
            call UnitAddAbility(.dummy, twohandIcon.icon)
            set .Item[OFFHAND_CLASS] = twohandIcon
        endmethod
    
        method unequip takes integer class returns nothing
            local integer i = 0
            local EquipmentItem toRemove = .Item[class]
            if toRemove != 0 then
                if toRemove.twohanded then
                    call UnitRemoveAbility(.dummy, TWOHAND_ABILITY)
                    call .equipEmptyClass(OFFHAND_CLASS)
                endif
                call toRemove.applyAbilities(.u, false)
                call UnitAddItemById(.u, toRemove.id)
                set TriggeringItem = toRemove.id
                set EquippingUnit = .u
                call TriggerEvaluate(OnUnequip)
                call UnitRemoveAbility(.dummy, toRemove.icon)
            else
                call UnitRemoveAbility(.dummy, EquipmentItem(class).icon)
            endif
            set .Item[class] = 0
            call .refreshAnimation()
        endmethod
        
        method equip takes integer id returns nothing
            local EquipmentItem toEquip = EquipmentItem[id]
            local EquipmentItem mainEquip = .Item[MAINHAND_CLASS]
            // remove existing
            if mainEquip != 0 then
                if toEquip.twohanded or (mainEquip.twohanded and (toEquip.class == OFFHAND_CLASS or toEquip.class == MAINHAND_CLASS)) then
                    call .unequip(MAINHAND_CLASS)
                    call .unequip(OFFHAND_CLASS)
                    if toEquip.class == MAINHAND_CLASS and not toEquip.twohanded then
                        call .equipEmptyClass(OFFHAND_CLASS)
                    elseif toEquip.class == OFFHAND_CLASS then
                        call .equipEmptyClass(MAINHAND_CLASS)
                    endif
                endif
            endif
            call .unequip(toEquip.class)
            // new is twohanded ?
            if toEquip.twohanded then
                call .unequip(OFFHAND_CLASS)
                call .equipTwohandIcon()
                if not SHOW_TWOHAND_ABILITY then
                    call UnitRemoveAbility(.dummy, twohandIcon.icon)
                endif
            endif
            // equip new
            call toEquip.applyAbilities(.u, true)
            call UnitAddAbility(.dummy, toEquip.icon)
            set .Item[toEquip.class] = toEquip
            call .refreshAnimation()
            // fire trigger
            set EquippingUnit = .u
            set TriggeringItem = id
            call TriggerEvaluate(OnEquip)
        endmethod
        
        static method disable takes integer itemId, integer unitType, boolean flag returns nothing
            call SaveBoolean(table, itemId - 'I000', unitType, flag)
        endmethod
        
        private method onDestroy takes nothing returns nothing
            local integer i = 0
            call RemoveUnit(.dummy)
            loop
                exitwhen i > 12
                if .Item[i] != 0 then
                    call .Item[i].applyAbilities(.u, false)
                endif
                set i = i + 1
            endloop
            call AddUnitAnimationProperties(.u, .animtag, false)
            call UnitRemoveAbility(.u, OPEN_ABILITY)
        endmethod
    
        static method create takes unit u returns Equipment
            local Equipment this = Equipment[u]
            local integer i = 0
            local integer id = GetPlayerId(GetOwningPlayer(u))
            if this != 0 then
                call RemoveUnit(.dummy)
            else
                set this = Equipment.allocate()
                call SaveInteger(table, GetHandleId(u), 0, this)
            endif
            set .u = u
            set .dummy = CreateUnit(GetOwningPlayer(u), INVENTORY_DUMMY, GetUnitX(u), GetUnitY(u), 0)
            call SaveInteger(table, GetHandleId(.dummy), 0, this)
            call UnitAddAbility(.dummy, INVENTORY_ABILITY)
            call UnitAddAbility(.dummy, EXIT_ABILITY)
            call UnitAddAbility(.u, OPEN_ABILITY)
            loop
                exitwhen i >= CLASSES
                call .equipEmptyClass(i)
                set i = i + 1
            endloop
            return this
        endmethod
        

    // **** Other Stuff ****
        private static method Access takes nothing returns boolean
            local unit u = GetTriggerUnit()
            local Equipment inv = Equipment[u]
            local integer class
            local integer i = 0
            if GetSpellAbilityId() == EXIT_ABILITY then
                if GetLocalPlayer() == GetOwningPlayer(inv.u) then
                    call ClearSelection()
                    call SelectUnit(inv.u, true)
                endif
            elseif GetSpellAbilityId() == OPEN_ABILITY then
                call SetUnitX(inv.dummy, GetUnitX(inv.u))
                call SetUnitY(inv.dummy, GetUnitY(inv.u))
                if GetLocalPlayer() == GetOwningPlayer(inv.u) then
                    call ClearSelection()
                    call SelectUnit(inv.dummy, true)
                endif
                call inv.syncInventories()
            elseif GetUnitTypeId(u) == INVENTORY_DUMMY then
                loop
                    exitwhen i >= CLASSES
                    if inv.Item[i].icon == GetSpellAbilityId() then
                        set class = i
                        set i = CLASSES
                    endif
                    set i = i + 1
                endloop
                call inv.unequip(class)
                call inv.equipEmptyClass(class)
                call inv.syncInventories()
            endif
            set u = null
            return false
        endmethod

        private static method ItemEquip takes nothing returns boolean
            local unit u = GetTriggerUnit()
            local item ite = GetManipulatedItem()
            local integer i = 0
            local Equipment inv = Equipment[u]
            local EquipmentItem invIte = EquipmentItem[GetItemTypeId(ite)]
            if GetItemTypeId(ite) - 'I000' >= 0 then
                if LoadBoolean(table, GetItemTypeId(ite) - 'I000', 0) then
                    if invIte != 0 and inv != 0 then
                        if not LoadBoolean(table, GetItemTypeId(ite) - 'I000', GetUnitTypeId(inv.u)) then
                            if u == inv.u then
                                call inv.equip(GetItemTypeId(ite))
                                call RemoveItem(ite)
                                call inv.syncInventories()
                            elseif u == inv.dummy then
                                loop
                                    exitwhen i >= 6
                                    if invIte.id == GetItemTypeId(UnitItemInSlot(inv.u, i)) then
                                        call UnitUseItem(inv.u, UnitItemInSlot(inv.u, i))
                                        call RemoveItem(ite)
                                        set i = 7
                                    endif
                                    set i = i + 1
                                endloop
                            endif
                        else
                            call DisplayTextToPlayer(GetOwningPlayer(inv.u), 0, 0, GetUnitName(inv.u) + UNABLE_TO_EQUIP_STRING + GetItemName(ite))
                        endif
                    endif
                endif
            endif
            set u = null
            set ite = null
            return false
        endmethod
        
        private static method onInit takes nothing returns nothing
            set OnEquip = CreateTrigger()
            set OnUnequip = CreateTrigger()
            call RegisterPlayerUnitEvent(EVENT_PLAYER_UNIT_USE_ITEM, function Equipment.ItemEquip)
            call RegisterPlayerUnitEvent(EVENT_PLAYER_UNIT_SPELL_CAST, function Equipment.Access)
            set .twohandIcon = EquipmentItem.create('I000' - 1, TWOHAND_ABILITY, 0, false, "")
            set table = InitHashtable()
        endmethod
        
        implement optional SaveLoadPlugin
    
    endstruct

    // **** Trigger Events ****
    function RegisterItemEquipEvent takes code func returns nothing
        call TriggerAddCondition(OnEquip, Filter(func))
    endfunction
    
    function RegisterItemUnequipEvent takes code func returns nothing
        call TriggerAddCondition(OnUnequip, Filter(func))
    endfunction
    
    function GetTriggeringItemId takes nothing returns integer
        return TriggeringItem
    endfunction
    
    function GetEquippingUnit takes nothing returns unit
        return EquippingUnit
    endfunction
   
   //wrappers
    function InitEquipment takes unit whichunit returns nothing
        call Equipment.create(whichunit)
    endfunction

    public function RegisterItem takes integer itemid, integer icon, integer class, boolean twohanded, string animation returns nothing
        call EquipmentItem.create(itemid, icon, class, twohanded, animation)
    endfunction
    
    public function AddItemAbility takes integer itemid, integer abi returns nothing
        call EquipmentItem[itemid].addAbility(abi)
    endfunction
    
    function EnableItemEquip takes integer itemId, integer unitType, boolean flag returns nothing
        call Equipment.disable(itemId, unitType, not flag)
    endfunction

    function IsEquipmentClassEmpty takes unit u, integer class returns boolean
        return Equipment[u].Item[class] == 0
    endfunction

    function EquipItem takes unit u, item ite returns nothing
        call Equipment[u].equip(GetItemTypeId(ite))
        call RemoveItem(ite)
    endfunction
    function EquipItemById takes unit u, integer itemId returns nothing
        call Equipment[u].equip(itemId)
    endfunction

    function UnequipItemById takes unit u, integer itemid returns nothing
        local integer class = EquipmentItem[itemid].class
        if Equipment[u].Item[class].id == itemid then
            call Equipment[u].unequip(EquipmentItem[itemid].class)
            call Equipment[u].equipEmptyClass(class)
        endif
    endfunction

    function UnequipItemByClass takes unit u, integer class returns nothing
        call Equipment[u].unequip(class)
        call Equipment[u].equipEmptyClass(class)
    endfunction

    function GetEquippedItemTypeId takes unit u, integer class returns integer
        return Equipment[u].Item[class].id
    endfunction

    function ChangeEquipmentOwner takes unit u, unit newowner returns nothing
        set Equipment[u].owner = newowner
    endfunction

    function UnequipAll takes unit u returns nothing
        local integer i = 1
        loop
            call Equipment[u].unequip(i)
            call Equipment[u].equipEmptyClass(i)
            exitwhen i >= CLASSES
            set i = i + 1
        endloop
    endfunction

endlibrary


//Code indented using The_Witcher's Script Language Aligner
//Download the newest version and report bugs at www.hiveworkshop.com

Keywords:
equipment, equip, system, item, hero, unit, bonus, stat, vjass, jngp, mui, mpi, animation, ability, save, load, hashtable, code, Event, events
Contents

Advanced Equipment System (Map)

Reviews
20:01, 26th Oct 2009 TriggerHappy187: Approved because of so many minimod approvals and high ratings. I also couldn't see anything wrong inside the code.
Level 5
Joined
May 25, 2009
Messages
103
thanks for this awesome system!

but i got a problem:

when i morph my hero via bearform, he looses all the item-"buffs", despite he has the items still equipped.

what did i do wrong?
thx


€dit: the best thing i found till now:

Custom script: call TransferEquipment (udg_u, udg_dummy)
Wait 0.10 seconds
Player - activate morph for Player 1 (red)
Unit - Order u to bearform
Player - deactivate Morph for Player 1 (red)
Wait 0.10 seconds
Custom script: call TransferEquipment (udg_dummy, udg_u)
 
Last edited:
Level 5
Joined
May 25, 2009
Messages
103
@kikurbut
plz try at least to find a answer - this question has been asked even ~2 times in this comments... or :fp: google.

I have an additional question (I am beginner as well).
I have triggered a hero-morph-system on your equipment-system for changing attack-types.

Now i am ready and nearly everything works well, but i have problems when the player unequip items manualy, cause than i can't do "a player uses a item".

I tried to set the dummy-equipment-building "Ausrüstung = u3" and than i could do "a unit starts an ability", "ability equal to BTN-Item".

But than i have problems when the player changes items, cause than u3 uses the BTN-Item as well (to unequip and than equip the new one).

Have anybody an idea, how i can ask for the event, when the player unequip a item?

(i know nearly nothing about jass...)

thank you


€dit:
Again i found a solution, but it's not very professional.
I had to fill my triggers with many short waits (they don't hurt my mui), for avoiding interferences between my u- and u3-triggers, and after many try&errors i found a unbuggy solution.

But i am still looking for something short and professional! :)
 
Last edited:
Level 3
Joined
Nov 28, 2009
Messages
47
@kikurbut
plz try at least to find a answer - this question has been asked even ~2 times in this comments... or :fp: google.

I have an additional question (I am beginner as well).
I have triggered a hero-morph-system on your equipment-system for changing attack-types.

Now i am ready and nearly everything works well, but i have problems when the player unequip items manualy, cause than i can't do "a player uses a item".

I tried to set the dummy-equipment-building "Ausrüstung = u3" and than i could do "a unit starts an ability", "ability equal to BTN-Item".

But than i have problems when the player changes items, cause than u3 uses the BTN-Item as well (to unequip and than equip the new one).

Have anybody an idea, how i can ask for the event, when the player unequip a item?

(i know nearly nothing about jass...)

thank you

Ok, now i found the program and ???? Jass new gen pack .. i open it wih it and again it doesnt work please someone tell me how to do this cause i really want this spell ... :angry:
 
Um, found a bug where when you equip a 2h sword when you already have a shield equipped. And they swap, the icon for the empty shield slot disapears

lol thats not a bug!!

if you equip a 2 handed weapon you have NO offhand slot where you can equip sth cause the 2 handed weapon needs both hands!!!

please think before posting...
 
Level 5
Joined
May 25, 2009
Messages
103
Hm,
is that new?
My icons stay there always...
(also i have problems with some animations :confused: )

But i don't know where i could have done something wrong :sad:

(have set twohanded = true/false and set the animationtags = the animations from my villager40anis)

but everything else works fine
 
i think The_Witcher needs to explain in further detail:
__
[1] Make sure that Every item ability icon has the X and Y button coordinates matching with the Type of item it is

i.e. Necklace = 0,0 ; Helmet = 1,0 ; Gloves = 2,0
Necklace of Power = 0,0
Bloodlust Helmet = 1,0
Gloves of the IronDwarf = 2,0
__
[2] Make sure that the item icon's Spell ID for each type of item is distinct

i.e. Swords => acidbomb, shields => bloodlust

(be aware that the Cancel button has it's own Spell ID => absorb)
__
[3] Set the InventoryIcons' Rawcode data accordingly (in the Trigger) to match the type it is.

i.e. A00M = Swords, A004 = Helmet, A00H = Shields
1 - Swords
2 - shields
3 - helmet

then

1 - A00M
2 - A00H
3 - A004


i.e. = (id est) in other words
 
i think The_Witcher needs to explain in further detail:
__
[1] Make sure that Every item ability icon has the X and Y button coordinates matching with the Type of item it is

i.e. Necklace = 0,0 ; Helmet = 1,0 ; Gloves = 2,0
Necklace of Power = 0,0
Bloodlust Helmet = 1,0
Gloves of the IronDwarf = 2,0
__
[2] Make sure that the item icon's Spell ID for each type of item is distinct

i.e. Swords => acidbomb, shields => bloodlust

(be aware that the Cancel button has it's own Spell ID => absorb)
__
[3] Set the InventoryIcons' Rawcode data accordingly (in the Trigger) to match the type it is.

i.e. A00M = Swords, A004 = Helmet, A00H = Shields
1 - Swords
2 - shields
3 - helmet

then

1 - A00M
2 - A00H
3 - A004


i.e. = (id est) in other words

well thx for your additional examples, i will add them
 
Level 11
Joined
Jun 30, 2008
Messages
580
lol thats not a bug!!

if you equip a 2 handed weapon you have NO offhand slot where you can equip sth cause the 2 handed weapon needs both hands!!!

please think before posting...

... I did think.

Anyway 2 suggestions

At least make it more visable that its 2 hand. How about you show the same icon(Ability) in both Offhand and Main hand

Also, you should add a way to check which unit can use a certain item
 
... I did think.

Anyway 2 suggestions

At least make it more visable that its 2 hand. How about you show the same icon(Ability) in both Offhand and Main hand

Also, you should add a way to check which unit can use a certain item

actually maybe you could put the same icon but it's DISBTN in the offhand for two handed items.
 
hey, i used your's to make my own inventory sys ( i mean i just used the idea)
because i didn't need the animations + i wanted to have items having more than 3 stats

just wanted to know if it's ok for you

+rep

well next time ask BEFORE you do so plz :wink:
but thats ok as long as you give credit to me...


@the others: a better 2hand support will be added


EDIT:
New version!
the user has a boolean now to decide whether the offhand icon should be replaced or not
 
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Level 6
Joined
Aug 26, 2009
Messages
192
well next time ask BEFORE you do so plz :wink:
but thats ok as long as you give credit to me...


@the others: a better 2hand support will be added


EDIT:
New version!
the user has a boolean now to decide whether the offhand icon should be replaced or not

actually i just used the idea
everything is different
my items can have infinite stats
i dont use the thing with animations

and only same thing is that there's a unit which has the items as spells
 
Level 6
Joined
Aug 26, 2009
Messages
192
is it also better concerning abilitys?
so that you dont need an extra ability for every items

well im using for every stat an ability, which get's increased when you equip an item and decreased when you unequipt the item

you just need the ability to have 100+ lvls
and first lvl has to give 0 stats so you jsut have to add the ability in beginning to the heroes/units
also it need's to be preloaded else it causes much lagg when it get's add first time
 
Level 8
Joined
May 30, 2009
Messages
266
well im using for every stat an ability, which get's increased when you equip an item and decreased when you unequipt the item

you just need the ability to have 100+ lvls
and first lvl has to give 0 stats so you jsut have to add the ability in beginning to the heroes/units
also it need's to be preloaded else it causes much lagg when it get's add first time
so its kinda like the Bonus Mod

well dude :D
what about sharing your system?
 
Level 8
Joined
Sep 18, 2008
Messages
298
Ya. Nvm though, i found the solution, i had to disable vjass syntax




EDIT:

But i do have one problem now, everytime i equip the item, and click inventory to check on it. If i click cancel, then the item goes back to the heroes item slots
 
Last edited:
i think The_Witcher needs to explain in further detail:
__
[1] Make sure that Every item ability icon has the X and Y button coordinates matching with the Type of item it is

i.e. Necklace = 0,0 ; Helmet = 1,0 ; Gloves = 2,0
Necklace of Power = 0,0
Bloodlust Helmet = 1,0
Gloves of the IronDwarf = 2,0
__
[2] Make sure that the item icon's Spell ID for each type of item is distinct

i.e. Swords => acidbomb, shields => bloodlust

(be aware that the Cancel button has it's own Spell ID => absorb)
__
[3] Set the InventoryIcons' Rawcode data accordingly (in the Trigger) to match the type it is.

i.e. A00M = Swords, A004 = Helmet, A00H = Shields
1 - Swords
2 - shields
3 - helmet

then

1 - A00M
2 - A00H
3 - A004


i.e. = (id est) in other words

i had the same problem.

but read the above and you will be satisfied.
 
Level 4
Joined
May 1, 2008
Messages
72
So your system is amazing. The only problem I am having now however is getting more then one player to equip items, i have player 1s hero set to variable U and player 2s hero set to variable u2. I'm no pro at jass or anything but from looking at your code I don't think your system works with more then 1 person (although no one has complained about that so I'm probably wrong). If so how can I do that, and would adding more then 3 abilities be a simple copy/paste variables or would it be more complex? Going to test that one soon as well. But the only suggestions i would give is multiplayer (if its needed and I'm not just dumb) and more then 3 abilities (like 10).


Edit: I knew I was wrong about this, Multiplayer does work, but I cant select the equipment screen of another player when I have full shared control. so I cant tell if its working properly (It probably is fine tho).

Edit2: ok so just tried the copy/past thing and ya doesn't work. so ya add more abilities and u got a great system
 
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Level 1
Joined
Feb 8, 2010
Messages
6
Best equipment-system i found yet :) Great work: 5/5

But i still struggle with the metamorph-bug :( It would be nice if you had some suggestions.

Edit:Best equipment-system i found yet :) Great work: 5/5

But i still struggle with the metamorph-bug :( It would be nice if you had some suggestions.

Edit: Ok, i got it to work now with: A unit starts an effect (Condition:Bear form)
Customscript:call TransferEquipment (udg_u, udg_u7(dummy)
wait 0.01 seconds
Set u = (triggering unit)
call InitEquipment(udg_u)
Customscript:call InitEquipment(udg_u)
wait 0.01 seconds
Customscript:call TransferEquipment (udg_u7, udg_u)

thanks to creativeRPG, it helped me a bit :p

edit2: It would be nice for others if u could fix the green icons in pausemode. I did it by my self and it took only some minute though. just save all icons again and change name and path to disabled :)
 
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Level 2
Joined
Feb 8, 2010
Messages
10
This system is awesome and is easy to get working but i have 1 question is there anyway you can make it so when you open the inventory page it doesnt stop the units current activity (ex. walking forward)

The character is supposed to stop moving in order to change gear in the first place. Can you walk around while looking inside a bag or while changing what suit of armor you are wearing?

Anyways, I'm certain that the code is using issued commands to your unit and if that is the case you can't make the unit able to keep moving while changing gear.
 
The character is supposed to stop moving in order to change gear in the first place. Can you walk around while looking inside a bag or while changing what suit of armor you are wearing?

Anyways, I'm certain that the code is using issued commands to your unit and if that is the case you can't make the unit able to keep moving while changing gear.

the unit cannot continue to move because the spell used to open the inventory will be the last issued command and so your unit stops moving after it finishes casting it...
 
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