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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
oh forgot that i wanted to tell you that (a really slight chance that this will be helpful), it seems that the problem gets fixed when the game is re-run without restarting w3. i can draw some parallels with modifying the user interface: e.g when renaming races or "computer: easy" or something like that: it doesnt work until you have runned the game once, after that you will see it in front of every game ofc
:|
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
But really, how can this strange behavior stuff happen? :D

Only blizzard can answer such questions. They can do what no one have ever managed to recreate, their bugs.
I have no freaking idea how such a thing can happen, and it should not be possible, but well, lets face it.. blizzard love to move on and skip unfinished features, so that they can make a new one that wont be finished aswell.
 
Level 12
Joined
May 21, 2009
Messages
994
But really, how can this strange behavior stuff happen? :D

Well, it must be something coded in those .dll libraries. Sadly we cannot do anything about it.

Only blizzard can answer such questions. They can do what no one have ever managed to recreate, their bugs.
I have no freaking idea how such a thing can happen, and it should not be possible, but well, lets face it.. blizzard love to move on and skip unfinished features, so that they can make a new one that wont be finished aswell.

They are better at creating bugs, than creating games.
 
Level 12
Joined
Feb 11, 2008
Messages
809
I must agree with everything said here i have been so mad when making maps because every way you turn you have to use a workaround since 1 way causes it to bug and the other makes game lag uncontrollably.

On a more related basis this system is by far the biggest i have ever seen in WC3 so pushing the games limits will of course cause bugs in itself so i doubt there is anything you can do to fix it but keep trying......
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
You wanted me to describe wha tim doing:

Is it possible to make the system so you can see the current background, and have it more like this: http://www.wc3c.net/showthread.php?t=104931 ?

Basically, I need the extended inventory, but i dont want it to be full screen
Id use the system i just showed you, BUT its outdate and singleplayer only

It is not possible for him to create such a thing.
That system you showed use DGUI, another system created by the same person as the one who created the inventory.
The system is builded entierly different. Insted of just being on the ground somewhere, the objects on the inventory actually move on the screen and follows one specefic unit.
 
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