Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
So you refused to read it because there are no tabs
even though I went through the trouble of adding comments
You cannot choose how many charges are added. Like I told the other guy, it's not one charge being added, it's however many there are of the item you pick up. Removing charges makes no sense for a stacking system. Why can't the user add their own get number of charges trigger? I'm sorely confused why you are asking about this. Maybe it's related a wrong assumption on your part?
Hmm, now I'm starting to think you really hate natives. Why?
Hmm, yes, maybe I am being too redundant here. I will give this some thought, and in the meantime, if someone else would like to share their opinion on this, that would be cool.
This system ignores max stock object data as that is a shop thing, it has nothing to do with picking up items and stacking them, and there is no such thing in there as max charges so I don't really know what you're going on about. There is a number of charges data entry, but that's irrelevant. You do not require additional item slots for the same charged item on the same unit. That's the whole point of an item stacking system, or at least that should be what it's for.
I have observed this practice in nearly the entire thing. Guess I got more work to do? Where did you get that quote, I don't see it on the link you provided?
Hmm, now I'm starting to think you really hate natives. Why? Not to tell that you're wrong, but if you're right, could you tell me how you know you are?
ConvertItemType(1), its not clear what you mean with that. Of course you can explain it in a seperate comment (which was your argument), but why distract a user in the first place? A user might read the code and ask himself "why did he use ConvertItemType, and not the constant"?UnitInventorySize, because units can have inventory sizes different than 6.I'm having a hard time understanding your reasoning here. I want other users to feel like they can just make their own system and have it interact directly with this one if they so choose. If I made it public I could allow them to do that, but that wasn't your suggestion. And I dislike the public function idea, but nothing is final and it's definitely a good option. Certainly much more sensible than making them private. I honestly don't see what's the point of making them public since if a person wanted to rename the functions, nothing is stopping that person and that's literally all making it public does.
All making it private does is give the name a random suffix in compilation so that any code cannot access the name. As long as users don't access the name of the function accidentally then the same effect is applied as if it were private. That's why I made sure to make the names for the functions rather long and they seem unique enough to me. If anything, the library name itself is a bit lacking in uniqueness, but it's a simple matter to rename it.
Isn't this more of the 'do spell book items systems!' theme?
I'm starting to think I should rename the library to something else so that you'll stop bugging me about adding support for custom-UI inventories.
Actually, the more constants you use, the more slowly your code compiles.
You can make the inventory be less than six, but you stated more. You've been posting at least a few things in this thread that are the opposite of true.
looking_for_help said:Same applies by the way to the magic numbers in your code like 6 for inventory size. You know, there is the nativeUnitInventorySize, because units can have inventory sizes different than 6.
I don't have to provide proof, it's already been documented, you just have to know where to look. I do not think I am using very many BJs in my map but I have a few, now when I comment out include "cj_antibj_base.j" I get a compile code duration of 57 seconds. When I put the line back in, the duration is 53 seconds.
ITEM_TYPE_CHARGED instead the convert native compilation time isn't affected at all.If you think that's insignificant, then I'm done wasting my time on this resource for your pleasure.
local integer index directly to 0.function MergeTwoItems shouldn't take a boolean as arguments, which only purpose is to stop the whole operation if false. b != false can be optimized to not bYour own words are twisted, I had nothing to do with that. Not reading anymore of your posts.
At this point, I think finishing up this resource is going to be a waste of time unless you want to petition to change the policy about the indenting being requred for resources. everytime i get around to discussing this with someone like you, I want to show you my updated code, but I don't want to go through the hassle of being harrassed or butchering my own code before posting it.
I didn't do that? I put in that comment about the possibility of cJass being in the code because of missing call and set words.Argumenting with cJass features (include) like you did is not valid because you are not supposed to submit cJass resources in the first place. Especially if its a purely vJass resource.
I didn't do that? I put in that comment about the possibility of cJass being in the code because of missing call and set words.
Actually, the more constants you use, the more slowly your code compiles.
...
I don't have to provide proof, it's already been documented, you just have to know where to look. I do not think I am using very many BJs in my map but I have a few, now when I comment out include "cj_antibj_base.j" I get a compile code duration of 57 seconds. When I put the line back in, the duration is 53 seconds.
Yeah, since you didn't close the thread yet, I'm just going to delete the content of the posts...I will not take kindly to lies and bullying.
