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Will Anyone take a look at this?

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Hey, i submitted system like 12 hours ago and i'm still curious will it get approved or not.
It can be found here

Anyway, what are your oppinions?
I've stolen :)grin:) some ideas, but system itself is made from scratch.
It's inventory system present in multiboard, and uses variables instead of game chache, wich makes it single-player, single-unit instancable, though. (until i take few hours to make it multi-player :grin: )

-It's very easy to implement in map.
-Find "Set Variables" trigger where you can modify system without looking at my retarded triggers, and where each action is commented.

-It allows you to extract single charge from item, as well as whole item

-Press ESC to open/close it, assign item-type with icon (yeah, that's why is that "Archive" trigger made for).

-Includes stacking system INSIDE multiboard.

-Has 25 slots

HINT: How to assign icon for itemtype:

Set Types[1] = Gem Fragment
Set Icon[1] = ReplaceableTextures\CommandButtons\BTNGem.blp

It means that, when you put your item into multiboard, it will, if item type of "item being manipulated", equal to "Types[1], than set icon for ... to "Icon[1]
and so...
If anyone doesnt understand, PM me, put comment here, or on site resources itself.

PS: Report bugs, since this is it's first relase :grin:
 
Level 32
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I gave the Multiboard Inventory System 0.1a a look and liked what I saw; It's a very creative piece of triggering.
The icons identify each item multiboard item easily and with 25 slots plus item stacking and charge extraction, this is one powerful inventory system.
I didn't try to import the system into another map yet, but it seems do-able, providing that said map had all it's arrow keys available.

One improvement that I would strongly recommend is a set of in-game instructions detailing how each feature works. Howzabout a nice simple Jass Script, perhaps repeating at timed, regular intervals?

BTW, there's no comment button for that particular resource.
 
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yeah, i will make it in jass (got jassshoppro), and it will have detailed comments yet, just my triggers no1 understands ( i mean "Split and split3" is hardly someone going to understand, since this is, i think very wierd way to do something in gui, since anyone who doesnt belive such thing can be done in gui, just tke a look at this XD, well, yeah, it's shure a bit complex...

and i made that set variables thingy, wich allows you to cmpletely modify interface arrow, textcolors, set starting unit if you want and so, even ESC to set to open/close it XD

archives shouldn't eer been confusing part of trigger, becouse you just... well it's commented, and i added "call DestroyTrigger (GetTriggeringTrigger)" so intialization triggers will never take much space since "archive" has 2 actions per item, so if there are 100 items, 200 actions are coming, and they take much space. and anyway it's possible to assign default icon, youst if you see one that you set to be default, means that that item doesn't have asigned icon.
 
is the item meant to show up on the leaderboard, and are the gem fragments meant to stack?

avualy, they instead of number of charges show "P". that means permanent, and ther items thad dont have charges have numbers. i've made an example by:

1-Gem fragment, being unchargeable item
2-Healing Wards, being item that has multiple charges by defoult
3-Ankh of Reincarnation, being item that has one charge by default

so

1 is unstackable
2 and 3 are stackable

and just add items used in your map to give them icons... otherwise, they will display default icon wich you can specify as well.
 
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Very usefull at the other hand but at the other hand also NOT :p
Because you use a leaderboard/multiboard (whatever) and it takes place if the mapper wants to use another multiboard or something he has multiple boards including the inven,also you can minimize it but its just.. well its a good system xD
 
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