- Joined
- Dec 29, 2008
- Messages
- 3,361
Why do I jump error saving the map?
Because you are using Vanilla WE or WE Unlimited.
(24 ratings)
Why do I jump error saving the map?
And it misses a lot (like vendors and trade systems) to be 1.0.
What will this boolean do? i mean what does setting this to new map will have to do with object ids?
EDIT: will jngp actualy copy the IDs too? my map already have a pretty loaded object editor so all the IDs from your pack must have already been used in my map..
//!
constant boolean CI_NEW_MAP = false
constant integer CI_UI_MAX_ITEMS = 20
constant boolean CI_UI_SHOW_ITEMS = false
constant boolean CI_UI_AUTO_APPLY_BONUSES = false
constant boolean CI_UI_AUTO_REMOVE_BONUSES = false
constant boolean CI_UI_AUTO_CHECK_PICKUP = false
constant real CI_UI_BASE_X = -4600.
constant real CI_UI_BASE_Y = -5000.
constant real CI_UI_WIDTH = 2048.
constant real CI_UI_HEIGHT = 1024.
rect CI_UI_RECT = null
// Put this inside the test trigger
local CISet cs = 0
set cs = CISet.create('ItemTypeOfNewItem')
call cs.addReq('ItemTypeOfNewCondition', AmountOfRequiredType)
// Example - Will create 1x Claws of Attack +6 from 2x Claws of Attack +3
set cs = CISet.create('rat6')
call cs.addReq('rat3', 2)
scope test initializer init
function Trig_Now_Conditions takes nothing returns boolean
if ( not ( GetPlayerController(GetOwningPlayer(GetEnteringUnit())) == MAP_CONTROL_USER ) ) then
return false
endif
return true
endfunction
private function Trig_Now_Actions takes nothing returns nothing
local unit fakeInv = null
local unit hero = null
local integer i = 0
loop
exitwhen i >= 12
if GetPlayerSlotState(Player(i)) == PLAYER_SLOT_STATE_PLAYING and GetPlayerController(Player(i)) == MAP_CONTROL_USER then
set fakeInv = CreateInventoryUnit(Player(i), 'h000')
set hero = GetEnteringUnit()
call CreateInventoryUI(hero, fakeInv)
endif
set i = i +1
endloop
endfunction
endscope
//===========================================================================
function InitTrig_Now takes nothing returns nothing
set gg_trg_Now = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_Now, GetPlayableMapRect() )
call TriggerAddCondition( gg_trg_Now, Condition( function Trig_Now_Conditions ) )
call TriggerAddAction( gg_trg_Now, function Trig_Now_Actions )
endfunction
this system is amazing, though im having trouble with a certain thing.
The items that are registered work well, but when i want to register an additional item, what do i write in the ci.dest = 'XXXX' in order for it to have an icon in the inventory, not just in the leaderboard, i could not find a place where you preset the it01 it02 it03 coat and other codes to show up?
how often do I have to repeat this?)
//: Declared in CustomItem Line 29
private function check takes CustomItem ciObj, unit ciUnit returns boolean
if GetUnitTypeId(ciUnit) == 'utyp' then
if GetItemTypeId(ciObj.getHandle()) == 'itype' then
return false
endif
endif
return true
endfunction
set ci = CreateCustomItem('I001')
//set ci.class = ITEM_CLASS_TWOHANDER
//set ci.dmg = 35
//set ci.str = 7
//set ci.dest = 'it03'
//set ci.icon = "ReplaceableTextures\\CommandButtons\\BTNShamanMaster.blp"
//set ci.name = "Shaman Claw"
//set ci.desc = "Twohander item."
//call ci.addSfx("Abilities\\Spells\\Human\\InnerFire\\InnerFireTarget.mdl", "overhead")
call ci.setOnCheckFunc(check)
Thanks. I was opening with my map editing wc3, which is 1.21 cause newgen only works with that ver :S
Great, Another Awesome Spell By You Anachron. Congrats.