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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 13
Joined
Feb 18, 2009
Messages
1,381
Etzer,
you need the latest JassHelper version. Please follow the steps I have written in my tutorial to replace it.

88WaRCraFT3,
once you used any of the JassNewGenPack special functions its hard to switch back. I am sorry.

For the others,
please stop this offtopic talk.

Is 0.A.2.B the latest jasshelper? If so, then i do not know WHAT THE F*CK IS WRONG WITH MY COMPUTER!
 
Yes, this time I have ignored it again but I did some fixes.
In my research its something awkward with the wc3 pickup engine.

I will check it again.

There is one thing left: I can't make items give you abilities to cast.
You either have to choose items as potions and place them there or you have to live without abilities. I can give spellbook abilities, but only 12. So you either are possible to have a maximum of 12 useable items or none. I will check if I can find a better solution.

About the animation / attachment thing: I will do this as next.
 
Level 14
Joined
Mar 30, 2009
Messages
971
Yes, this time I have ignored it again but I did some fixes.
In my research its something awkward with the wc3 pickup engine.

I will check it again.

There is one thing left: I can't make items give you abilities to cast.
You either have to choose items as potions and place them there or you have to live without abilities. I can give spellbook abilities, but only 12. So you either are possible to have a maximum of 12 useable items or none. I will check if I can find a better solution.

About the animation / attachment thing: I will do this as next.

i, personally, am totally satisfied with the potion-classifying option.
btw sorry, i havent had much time to test the system, but when theres something major, then ill come back again. (ofc the busiest time is yet to come)
 
Level 13
Joined
Feb 18, 2009
Messages
1,381
Did it again. Now map can open BUT! When pressing escape a black screen comes up, and when picking up items, the thing on the screenshot happens.
 
Level 13
Joined
Feb 18, 2009
Messages
1,381
Eww?

I did ABSOLUTLY EVERYTHING as in the tutorial. I do not know what is wrong. Someday i may fix it without even knowing xD
 
Level 13
Joined
Feb 18, 2009
Messages
1,381
I already did print the screenshot. Apparently it disapeared. i will try again.

Here it is
 

Attachments

  • CustomInventory.JPG
    CustomInventory.JPG
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That's because you have to change the location of the inventory :p Your inventory needs to be somewhere :D.

You can do this with...
CWInventoryWindow ->

JASS:
            local real centX = dist2destdist(0.)
            local real centY = dist2destdist(2816.)
These are the X and Y coordinates of the UI centered location.

I already posted it before here.

(centX is the X coordinate of the center of the inventory, centY is the Y coordinate of the center of the inventory. Check World Editor and the values on the left bar to see what coordinates you are pointing to)
 
Into the game cache? Just get all items of the inventory and save the ItemTypeIDs.
After that create new items with the exact same type.
Isn't that bad. You can get the type of item 0 of hero h with the following command:
JASS:
local integer itemType = GetItemTypeId(CustomInventory.load(GetHandleId(u)).getItem(0).getHandle())
 
Level 13
Joined
Feb 18, 2009
Messages
1,381
OK, thanks :) This CustomInventory is the best on Hive, probaly on the whole internet! The few bugs in the start (Black minimap and such) you fixed in no time o_O
 
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