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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
##############################################################################
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CWDestructable
---------------
It's an object that has an destructable for a local player.
(Such as icons, borders and more)
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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
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CustomWindow
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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
##############################################################################
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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.
---------------
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.
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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.
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...
Someone found it funny to broke my 10 guys - 5.0 rating spree.
I wouldn't mind if he would have posted and his rating can actually be shared,
but I really don't think this system deserves less then 3/4 points.
I support you by giving 5/5, i forgot to do it before.
And yeah, it is probably just a hater that is jealos or something.
I suggest this person, and all other haters to watch this video: http://www.youtube.com/watch?v=wXFCPUlGYEM
BTW, i thought that you had to make a comment before rating?
EDIT: after further testing i must admit that i am not able to reproduce the white icon bug.
even if i lagg my computer to the extent that my input starts crying, i still cant bug it anyhow.
though 2 bugs still exist: i can equip any item as a weapon.
when i pick items up really fast, system bugs: cant pick up anything else. ever (in that runtime i mean)
You can still equip anything as weapon?
Alright, will fix that.
More features will come when I get more comments about that it works for all.
Edit:
The bug is! Some Warcraft III Versions / OS are not compactible with CreateDestructableZ and thus placing them ON THE BOTTOM instead in the air above the trackable.
Yepp, it does work.
But i got another problem.
The 3rd time played the map, it told me that i couldent pickup any of the items.
I could not reverse this so that im able to pickup items again, im gonna watch replay (if it works) to see if i can find what i did..
Edit:
I could not find anything special in the replay..
I just open the inventory & then clicked around...
Maybe the system wasnt done loading when i opened it???
The bug is! Some Warcraft III Versions / OS are not compactible with CreateDestructableZ and thus placing them ON THE BOTTOM instead in the air above the trackable.
Zomg D:
When i think of it.... I have 2 different versions of warcraft 3 home (different installers, boxes, etc).
Does this mean that the one i currently use is bugged? xD
You picked up items before the 5nd ingame time minute.
One of the next bugfixes I'll do.
(Currently fixing potion into weaponslot bug)
Edit:
I could not find anything special in the replay..
I just open the inventory & then clicked around...
Maybe the system wasnt done loading when i opened it???
Zomg D:
When i think of it.... I have 2 different versions of warcraft 3 home (different installers, boxes, etc).
Does this mean that the one i currently use is bugged? xD
EDIT: after further testing i must admit that i am not able to reproduce the white icon bug.
even if i lagg my computer to the extent that my input starts crying, i still cant bug it anyhow.
though 2 bugs still exist: i can equip any item as a weapon.
when i pick items up really fast, system bugs: cant pick up anything else. ever (in that runtime i mean)
Yes. First is fixed now. Redownload new version please.
2nd will be fixed as fast as I have an idea how to fix Basically I somehow have to limits the items you can pick up.
# Update - 0.1.Z
- Only weapons can be equipped into the hand slots now.
next you could add new information to the multiboard when hovering over different buttons. like empty equip slots and esc and all of those ("all slots" minus "slots with items" minus "empty inv slots")
next you could add new information to the multiboard when hovering over different buttons. like empty equip slots and esc and all of those ("all slots" minus "slots with items" minus "empty inv slots")
Yes, plus fixing the to fast pickup so the system bugs bug and also I start working on the Diablo3 UI for this inventory.
After that I'll make vendors and such.
White bug is finally fixed i just tested it and i can now see the slots just fine also you can no longer put weapons in potion slots which i also noticed good job finding out how to fix it anachron.
Thanks.
The white icon bug was caused by Warcraft III,
the hand slot bug was caused by my brain with forgetting limiting the allowed itemtypes of weapon slots.
You really should do something about this.
It is a very serious problem.
Cant you simply make the engine wait with the loading until the current one is done loading?
Well, you cant "simply" do it, but i am sure that you will find a workaround for this issue
You really should do something about this.
It is a very serious problem.
Cant you simply make the engine wait with the loading until the current one is done loading?
Well, you cant "simply" do it, but i am sure that you will find a workaround for this issue
Yes I think this is a really good idea, it could maybe be something like: "unit pick up item blah blah" if booleanstuff != true then set booleanstuff = true, timerstart and don't load items until timer is expired. Then when the timer expires it will set the booleanstuff back to false and load item. This is something I wrote fast so it might not be as simple as that.
Yes I think this is a really good idea, it could maybe be something like: "unit pick up item blah blah" if booleanstuff != true then set booleanstuff = true, timerstart and don't load items until timer is expired. Then when the timer expires it will set the booleanstuff back to false and load item. This is something I wrote fast so it might not be as simple as that.
Doesnt that happen when you try to pickup an item or press Esc before the system has loaded?
It have happened to me once, and i were spamming Esc in loading screen...
Yes, I am fixing this bug right now.
The thing is, the items are somehow oversaving each other, so picking to fast causes them to have a shared object, which will lead to pickup errors since you can only pickup items once.
Next version will be much better with error reporting due to new error system!
Yes, I am fixing this bug right now.
The thing is, the items are somehow oversaving each other, so picking to fast causes them to have a shared object, which will lead to pickup errors since you can only pickup items once.
Next version will be much better with error reporting due to new error system!
results of first 3 tests:
it bugged every time. the time between pick ups seems irrelevant. o.o
EDIT: but its a different bug. the user interface seems to bug. shows more icons than there is. i can also move those non-existent potions around, but they dissappear on dropping. i can freely drop and pick up other items.
when i try to pick them up again they bug:
i can use them, but they dont show up on FSI
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