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[vJass] (System) CustomInventory

By far the biggest inventory system for Warcraft 3.
It's designed to have optional features, like FullScreenInventory-UI.

With a little bit of modification you can use this Inventory System in the normal Warcraft 3 Inventory too.

It is written in vJASS and has the following features:
- 12 Slot Equipment
- MPI
- Very flexible
- Easy to add bonuses to items
- Item Stacking
- Item Forging
- Item Sets (With bonuses)
- Inventory fixes warcraft 3 bugs (Double pickup bug)
- Fast
- Gives the ability to add your own areas with a little bit of code

A small note on the classes:

##############################################################################
# USER INTERFACE - CUSTOM WINDOW
##############################################################################
---------------
CWDestructable
---------------
It's an object that has an destructable for a local player.
(Such as icons, borders and more)

---------------
CWTrackable
---------------
This is basically an object that triggers player events for hovering the icons (CWDestructable).
Whenever an event occurs, it fires an action to the CustomWindow

---------------
CustomWindow
---------------
A collection of CWTrackable and CWDestructable. Every destructable will have an trackable object.
So whenever you hover over or click a trackable, this will be fired.
You will use this object to create hooks to the inventory system.

##############################################################################
# CUSTOM WINDOW - HOOK AND EXTENDING
##############################################################################

---------------
CIAll
---------------
This is a container object of items. It has conditions for pickup and drop and is the base
class for any container, like Slots, Potions, Equipment or even spell slots that you could create!
It has a variety of methods like adding, removing and checks and throws errors.

---------------
CIActions
---------------
This is a library which only use is to find out what the user wants to do. It supports up to 5
different steps which can be done in a row so if you need to build up something complicated here you go.
This action decides when to move, drop, pick and destroy items. It's bound to CIWindow and uses its
events to trigger / delegate events to the CISlots/CIEquips/CIPotions objects.

---------------
CIContent
---------------
This is a little help class for the CIActions object which puts a wrapper around the Equipment,
Potions and Slots. It will also update the camera.

---------------
CIWindow
---------------
This is the hook between CustomWindow, CIActions and the CustomInventory. It also provides
fake units to provide the Interface Functionality and delegates events to CIActions.

---------------
CISlots / CIEquips / CIPotions
---------------
The containers you see (Top left, top right and bottom left) are basically these objects.
They have special / unique conditions for pickup / drop and handle when to add or remove bonuses from the hero.

##############################################################################
# CUSTOM INVENTORY - CORE
##############################################################################

---------------
CIForging
---------------
This module forges items. You can combine any items and merge them to a bigger item. This will
always happen when your inventory updates.

---------------
CIStacking
---------------
You like items that can stack in your Inventory? Well this module is for you!
Create stackable items and make a maximum conditions. Item stacking is automatic, whenever
inventory updates.

---------------
CISet
---------------
Don't we all love this thing from World of Warcraft? Collecting items of a special set and
then get some bonus stuff once we have all of them. If you are cool, use this feature. It
even supports SET STACKING!

---------------
CIAttachment
---------------
Not done yet.

---------------
CIBonus
---------------
This is the hook between items and the unit state modifier library. You can use this module
to add and remove bonuses to the hero on the fly whenever needed.

---------------
CIError
---------------
Throw errors to the user whenever something bad happens.

---------------
CIEventHandler
---------------
Like every other Inventory system, we need some kind of hook for pickup/drop actions to
connect them with our CustomInventory. This will trigger the CustomInventory events.

---------------
CIEvents
---------------
Name may not be completely self-speaking, but this actually triggers the events on the item.
But only when the unit really has the item. (Safety layer)

---------------
CIItemDrop
---------------
This will allow pickup/drop actions of the items WITHOUT triggering the inventory events.
It will be required for many things so this module is a life safer!

---------------
CIItemInfo
---------------
Wouldn't it be cool if items could display what they are in a multiboard. Yes it would.
This module is exactly for that.

---------------
CIItemBoard
---------------
Yes, this is the multiboard which displays all the item statistics. It uses hooks to get
the attached events from the CUstomWindow.

---------------
CIItemProtection
---------------
Every item has states, like locked, owend, equiped and such. This module gives the ability
to change the states and make them available.

---------------
CIItemDest
---------------
Simple module for setting the destructable (icon) for the CustomWindow.

---------------
CIItemSeek
---------------
Module which is build to search and collect information about the inventory.
Find out how many items of which type you have that are not stacked, find out how many duplicated
items you have and even if you have errors in your inventory indexing.

---------------
CIItemSlot
---------------
Small module that adds classes to the items. You can only equip items with the right class
on the right positions.

---------------
CIItemEffect
---------------
This module allows to attach effects to an item wearer. Do whatever you want, but keep in mind
that one item has a maximum of 3 effects.

---------------
CIPowerup
---------------
Not done yet.

---------------
CISetup
---------------
Changes the area around the inventory to be black and create the UI for all players.


---------------
CustomItem
---------------
The item object itself. Will trigger and get triggered from all kind of sources.
Modules are completing the collection of members and methods.

---------------
CustomInventory
---------------
The main object. It forges, stacks, creates sets, triggers events, gets triggered and uses
optional modules to provide the full repository of features to the user.



-Fixed a bug found by Dr. Boom:
Dead units were able to change the inventory and caused bugs.
-Also added a little bit of documentation.


Keywords:
CustomInventory, Inventory, Custom, Anachron, FullScreen, Module, vJass, Stack, Forge, Combine, Set, Powerup, Drop, Equip, Equipment, Equip, System
Contents

CustomInventory - 0.2.2.6 (Map)

Reviews
18:27, 18th Feb 2010 The_Reborn_Devil: Ohsh- That describes pretty much what I'm thinking. My eyes were sore even before I was done reviewing half of the code. The code looks really good and I couldn't find just one little thing that would be...
Level 14
Joined
Mar 30, 2009
Messages
971
please! oh please include a scrollbar for the "items" tab. i would need a lot more room than that. i mean so you could scroll down for more items. although, i suppose, its probably easier for you to make pages or sheets or tabs for the items tab.
 
Level 20
Joined
Jan 6, 2008
Messages
2,627
please! oh please include a scrollbar for the "items" tab. i would need a lot more room than that. i mean so you could scroll down for more items. although, i suppose, its probably easier for you to make pages or sheets or tabs for the items tab.

U can make your own UI or?

The ui looks nice, would be better with some info with stats and such, maybe unit and players name :)
 
Level 13
Joined
Jun 9, 2009
Messages
1,129
Slaydon, realy cool and perfect thing. I think that i think what you think. When you press right click on an item, you will get his Active ability and choose everything what it gives, but here is an other idea, when you press right click, you can choose the Add item to normal inventory, unequip item from normal inventory or cast spell. What you think about that.
 
Level 13
Joined
Jun 9, 2009
Messages
1,129
EVENT:Unit issues order targeting point.
CONDITION: NOONE
ACTION : PICK EVERY UNIT IN TARGET POINT OF ISSUED ORDER WITHIN 50 RANGE.
If then else:
if : then descrutable type of picked descrutable is (now choose what is choosed)
then : (HERE WE GO IT IS DETECTED.)
else : (do you get it?)
 
Level 12
Joined
May 21, 2009
Messages
994
EVENT:Unit issues order targeting point.
CONDITION: NOONE
ACTION : PICK EVERY UNIT IN TARGET POINT OF ISSUED ORDER WITHIN 50 RANGE.
If then else:
if : then descrutable type of picked descrutable is (now choose what is choosed)
then : (HERE WE GO IT IS DETECTED.)
else : (do you get it?)

He don't detect destructible clicks. I'm not stupid when it comes to coding, he used trackables which only exists in Jass or in extended GUI.
 
Level 12
Joined
May 21, 2009
Messages
994
Rightclick detection is no problem, however, the inventory unit has to be selected for that and additionally there is NO way with vJass to force a player to select a target. He can still press etc even if I force him to. So target spells would not work.

However, just use the potion slot for active stuff.

Tell me how you would detect right clicks on trackables.
 
Level 12
Joined
May 21, 2009
Messages
994
Catch_ya i have say that, you din't believe me.

Actualy I said: How the hell do you detect right clicks on trackables? Then I get an answer about detecting destructibles?
I thought he was using trackables for right click >.>. Btw your trigger was GUI. I don't wanna talk about how bad GUI is but, whole Anachron's inventory system is scriptet in vJass so it doesn't connect that good with GUI.
 
Level 13
Joined
Feb 18, 2009
Messages
1,381
The targetting "green" thing looks nice :)
And it looks better then the old one, as the character is not in the left, but centered.
 
Level 13
Joined
Feb 18, 2009
Messages
1,381
Looks nice :)
What is the buttons in the lower right corner for?
Close it, "hand" and "black"??
 
Level 13
Joined
Feb 18, 2009
Messages
1,381
Attachment system. Does that mean attaching weapons and removing the original "Hammer" and giving a claw or what?
 
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