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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
---------------
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
##############################################################################
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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.
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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.
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CIWindow
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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.
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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.
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CISet
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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.
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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)
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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.
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CIItemBoard
---------------
Yes, this is the multiboard which displays all the item statistics. It uses hooks to get
the attached events from the CUstomWindow.
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CIItemProtection
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Every item has states, like locked, owend, equiped and such. This module gives the ability
to change the states and make them available.
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CIItemDest
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Simple module for setting the destructable (icon) for the CustomWindow.
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CIItemSeek
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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...
The problem is that it's the main indexing and everything is linked to it.
I am already trying to fix, but more and more bugs appear because I have to change a lot of stuff.
The problem is that it's the main indexing and everything is linked to it.
I am already trying to fix, but more and more bugs appear because I have to change a lot of stuff.
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.
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)
Please redownload the latest version.
Etzer:
Eww, I checked your screenshot.
The RtC error happens because you have the wrong settings.
Make sure you do everything as I did in the tutorial.
Yes, you told that you get the black screen when you open the inventory. Print that one and post it here.
You also said the thing in the screenshot happens. Which screenshot and which thing?
Elaborate. (You just say errors come up, but not what and why)
(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)
Oh yes, you need to enable the //! runtextmacro call at ciGenDestructables (Just set the parameter false to true)
Save the map again. After saving close the map. Open the map again and you will be able to see everything.
Really? Do you have the InventoryObjects already in the object editor?
Please send me the map with link in a primate message and close the discussion now.
This is not going to be a manual for the inventory here.
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())
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
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