Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
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.
---------------
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.
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...
Hey Anachron would you mind setting up your system in my map? I'm having trouble getting it working properly. I have a map with a hero selection system so I'm not sure how to integrate it with this.
=\
I see the topic, but, do attachament take a lot of time?
when you have time can you do this for me??
=D
My map will be cool, He don't exists and are one minigame, and I need one cool custom inventory
Your English is okay no need to excuse for that, mine isn't well either.
It will take about a week to make but I don't know right now when I have time.
That wasnt what I pointed out actually, the GUI part was that if you store all items with one arrayed item variable with different arrays, you just compare the item variable threw a loop with the item you got with GetItem().
To make it easier for those who don't know vJASS to use a save/load system for me it doesnt matter really, vJASS takes less time to save it into the system
nice. i wonder whats the record in the number of posts in a resource submission thread...
well youre going to hit 1k here soon enough. when your things get so far that you release first version with attachment addon, then ill get back to testing and bug reporting and the number of posts will rise.
About that, I once had about 50% of the system done and then the editor crashed, what a shame. I will check if I can again get it to that state without crashing
I have version 0.A.2.B is there a newer version :S?
EDIT: damn it seems my virusscan blocked me from pasteing the update over the original :S
sry xD
another edit: also when I try to test a game with your system the first time I can easilly press test and the game does what it needs to do... But the second time I test the map or any map it just let me jump back to the warcraft main screen where you can go to battle.net and stuff like that :S It does that only on the map with your system for some strange reason :S
another edit: also when I try to test a game with your system the first time I can easilly press test and the game does what it needs to do... But the second time I test the map or any map it just let me jump back to the warcraft main screen where you can go to battle.net and stuff like that :S It does that only on the map with your system for some strange reason :S
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.