• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

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 4
Joined
Nov 20, 2006
Messages
70
I can't seem to get this to work correctly now. I took some time setting it up, but my hero does not have the inventory ability when I run the map. Also, starting the test map with additional heroes doesn't give them inventories either. Is there some way of initializing the units that I'm not seeing now?
 
Level 4
Joined
Nov 20, 2006
Messages
70
Have you confgured the variable in the globals of the system? Have you used
  • Custom script: call InitEquipment(udg_u)
like in the init trigger?

Thanks, that was it. I'm not sure how I missed that, now I see it in step 2 of the directions. I guess I should go to bed before asking questions like these late at night.
 
Level 1
Joined
May 9, 2013
Messages
3
When a hero casts metamorphosis, the equip-menu disappears and won't return after metamorphosis ends. Anyone got an idea, how to prevent that?
 
Level 1
Joined
May 9, 2013
Messages
3
actually, the data should stay as the unit's handle doesn't change upon use of the metamorphosis spell...

Maybe you should just manually add the equip-menu ability into the units on the object editor... that way, meta won't remove it
that kind of works. the inventory stays, but the items won't provide any bonus until i unequip and equip them again

transfer equipment to that unit ? (again)
yep that works
 
Last edited:
Level 4
Joined
Aug 2, 2012
Messages
28
Found a bug, don't know if it has been reported yet :]

I (accidentaly) picked up stuff with the inventory dummy (thought I had the hero selected), and then when I selected the hero of course the dummy's inventory got reset so the items basically disappeared.

Otherwise, 5/5 great job on the system, enjoyed it ^-^
 
Level 2
Joined
Dec 25, 2012
Messages
13
So I seem a bit lost right now...I've been using this system before and made a test map to get the hang of this system. Now about a year later and on a new computer and a fresh jngp, I try to implement it in a map of mine and suddenly I get the following syntax errors:

Line 77: The only static operators supported so far are [] and [] = wait for another version.

Line 276: (From this instance)

I'm wondering why I suddenly get these errors, someone else knows how to fix these problems/has the same?

Edit: I'm now using JNGP 206 instead of my JNGP5d and it works perfect now.
 
Last edited:
Level 3
Joined
Sep 17, 2004
Messages
24
Multiple players

So... not sure if it has been discussed on this yet (didn't feeling like pouring through 27 pages of replies), but has implementing this system for more than one player been addressed? I tried a few times to go it to work, but I was not skilled enough with JNGP to get it to work.
 
Level 5
Joined
Jul 17, 2010
Messages
140
Is it possible to make set item?

You know if you have 2 equiped item, you get a bonus stat, and if you take one of the items off, the bonus stat get removed.
 
Level 5
Joined
Jul 17, 2010
Messages
140
Sure it is possible, but it's your job, not his ;)
and it's a easy job...

there are maaany ways:
e.g.:
integer a -1/+1 if set-item is un/equiped
if a = 3 (full set), equip dummy-item with your set-buff. unequip if a < 3.
run "if a" with each equipping.
Okay is there anyway you can help me with that?
Just need to see an example.
 
Level 1
Joined
Jan 23, 2015
Messages
160
Am I missing something? Going on day 2 of playing with this system. I loved it at first but is this seriously limited to Order Id?

Looking at Object Editor it seems button needs its own Order Id and so does item bonus, and you can't use these 2 unique Order Id's for any other equipable item.

every item has to have 2 unique Order Id's? I can only make one or two (maybe like >12? sry) more items before I run out - it makes no sense :(

Can anyone help?

-Edit1

Ok, false alarm I think. I had a duplicate ability on two items, I knew that was a no-no, didn't realize I'd done it.
 
Last edited:
Level 5
Joined
May 25, 2009
Messages
103
Has anybody tested this system with Sharpcraft or the new 1.28 Patch, yet?
Cause JNGP seems outdated.

I cleaned my map already of all UMSWE triggers, but face errors with loading GetEquippedItemTypeId(Player(0),1) by more modern World Editors than ~1.24.

My map really depends on this system :'/
 
Level 1
Joined
Jan 23, 2015
Messages
160
You could use BPower's Equipment. To say the least, it is an upgrade of the same system.

I was using that system first, and switched to this over that one. Bpower's system doesn't seem to actually be able to add abilities to the unit equipping the item. Bonusmod is broken, and the data from the items (like a sword's damage) doesn't actually do what it reads it will do.

Unless I've used it incorrectly - and I spent a lot of time on it.
 
Level 5
Joined
Jul 17, 2010
Messages
140
I was using that system first, and switched to this over that one. Bpower's system doesn't seem to actually be able to add abilities to the unit equipping the item. Bonusmod is broken, and the data from the items (like a sword's damage) doesn't actually do what it reads it will do.

Unless I've used it incorrectly - and I spent a lot of time on it.

Sounds like you used it wrong, ive used is and it worked perfectly. both bonus mod and the abilities.
 
Level 1
Joined
Jan 23, 2015
Messages
160
Pretty late here so I'm going to bed. I'll try and take another look at Bpower's tmrw and I'll msg you with my issues, hopefully you can help. Appreciate it, thanks!
 
Level 1
Joined
Jan 23, 2015
Messages
160
Postings are very overseeable these days, so plz don't msg among each other stuff that could be interesting for some (like me) ;)

Only reason I thought it should go to msg is because we were discussing Bpower's system instead of The_Witchers so it might be considered off topic.

But you have a good point haha
 
Level 1
Joined
Jan 23, 2015
Messages
160
Hm, you're right, so why not switching to Bpower's subforum?
I for myself will stay to this system, I'm expecting to get this running again

Sure, I was msging Dominic74. Gotta get to school but I'll be sending him a map and he's gonna help me with BPower's system. Will post findings on Bpower's subforum and link to it from here.

And btw I did get this (The_Witchers) system to work quite well so if you run into a snag let me know, maybe I can help.

Only reason I wanted Bpower's was because it has a couple more features that are really neat.
 
Level 2
Joined
Apr 17, 2017
Messages
22
@The_Witcher

I found a bug that occur when you pick up an item using the equipment dummy and select your equipment unit owner, the item picked up by the equipment dummy will be gone.

Only reason I wanted Bpower's was because it has a couple more features that are really neat.

I agree about the additional features but his system does not support an equipment transfer from unit A to unit B (giving possibilities for melee/range attack switch) while mr witcher's sytems does. if he somehow adds that feature, then i'll use his system instead. I also found out that the bug I mentioned above does not occur on BPower's system.
 
Level 4
Joined
Apr 3, 2012
Messages
31
Unsure if anyone still works with this, but it seems to break after registering item #152, as further items doesn't equip. Anyone have a solution for this issue?

EDIT: Switched over to BPower's system, which fixed it.
 
Last edited:
Top