Okay, sure you can just move it to a real ability of some sort, but how exactly do you plan to add items to the bag? You can't exactly drag items on to the pane of the unit command card.
If you didn't figure it out yet, I intercept the order for the item to swap places with the bag. I remove the item in question. Simple, also stop talking about this old version look at the new ones there a lot, well better written.
Heya weaaddar, big fan of your work, just awsome ^_^, simply love this backpack system, it just plain rocks. Though i have a question, is it at all possible to make that exact same thing, only- instead of the backpack being an actual item itself, to be made from a spell? For instance, could i make a backpack icon and put it in an ability block beside the Patrol Command Icon, and actively use it from there? Its just that, with the limited inventory blizz gives us, well, you know =(
hurray for deprecation! Check out the new alpha releases which are more stable then this edition! The developer version is if you are a coder The consumer edition is if you are not really.
You see, people need to learn to read or fallow multiple threads on teh same spell. I made this a very long time ago, as an addition to my DT4a system. Unfortuantly, due to the fact that both systems were composite in nature they were incompatible. (That and I'm pretty sure the original versions had overlapping function names). DT4a solved the problem of items being the forebearers of bonuses. I created an equipment system (Most oftenly this is referred to as DT4a, but DT4a is the test map which includes the attributer and the equip script) that would allow you to equip items without taking up space in your physical inventory. Allowing you 5 permanant items that NEVER left you. This would solve the problem with bonuses as you were never really meant to put permanant items in it. Anyway, I've lost interest in the cause to unite the two, as most people mock my efforts on code purity and sanity of method, and I don't really have the time to get in to it again.
Vexorian, it seemed just odd that when you opened a backpack, the hit points and mana of the hero got changed, since item attribute bonuses etc. vanished. And the hero gained bonuses of the items that were in the backpack! Of course, I realize that it may be impossible to develop a more reasonable, and easy-to-use, backpack into WarCraft.
In summary, this is probably about as good as a backpack gets in WarCraft. I don't find dialogs an elegant solution, and the Diablo 2 -style backpack requires lots of effort with custom items. Just if the cancel button were undroppable and item bonuses were retained, and I might consider using this myself...
Actually, this is a much more recent work compared to my DialogTest 4 advance which had the attribute since Janaury. As far as why I keep it composite is for ease of development.
This seems a very nice way of implementing additional inventory space. However, I wonder why the bag's cancel button is a droppable item (well, you can drag it around but not drop) while the other buttons are not. Also, I run into a problem that the hero loses his/her item bonuses as soon as the bag is opened and gains the bonuses from the items in the bag, which shouldn't occur. Is there any way to work around this?
Hey, u guys want a REALLY good inventory 'spell.' check out what this guy did. http://www.wc3sear.ch/?p=Spells&ID=339 i guarentee u that you'll love it.
^this link broke...
Weaaddar you might want to take a look at this http://www.wc3sear.ch/?p=Spells&ID=350 its like your whole attributer idea stolen and it doesn't have the ability to add any amount of stats you want... Another thing is it adds 2 points when you add to a stat... these two things make yours still better lol. He also added a health attribute which is not as well balanced.
Hey, u guys want a REALLY good inventory 'spell.' check out what this guy did. http://www.wc3sear.ch/?p=Spells&ID=339 i guarentee u that you'll love it.
i only want backpack but i did delete test but i still get errors i even copied the units hey can u just make map with backpack only and 256 sized map plz
Here is how you get it to work with other maps first download the latest beta. http://weaaddar.wc3campaigns.com/bag3a.w3x Then copy the categories from this map to the other map. Then copy all code found in the custom script section to the custom script section of your map.
Save your map. You are very likely to get an error. Close the worldeditor. Reopen the map and save again. You should now get no errors. Now you just have to set up the pointers for all the ids and stuff and you are all set to have this in your map.
DO NOT COPY THE BOTTOM CATEGORY IN THE MAP. IT IS NOT NEEDED IT IS THE SAMPLE TRIGGER AND PROBABLY WILL NOT JIVE CORRECTLY WITH YOUR MAP. IF YOU DO COPY IT COPY IT AS A DISABLED TRIGGER.
this spell is very cool, but it works only in original map, if you copy it to other maps it doesnt work, everytime you try to save your own map there is an error caused by the script.
hey weaaddar i tried your other version (beta) and it still dosent work i think there is some kind of bug cuz when ever i save it said that it expected a name or trigger or function all these different stuff but all i know is there is got to be something wrong please do something
DUDE A forge IS ALOT COOLER then the DIABLO 2 SHIT! its so EQ style... very awesome! if you ever make it,,, and i ever get around to making an eq map We must talk!
Two backpacks are something you'd have to code. In theory its possible, but then again so are alot of things. Theres alot of messy complications with it, that I don't like, and since It can probably be made unlimited with no real hitch, I see no reason not to just increase inventory size, then try to use two.
DT5 will feature some sort of transmuting feature which will add a modifier to an item, but I don't know how I'm doing it currently. I think its going to be that I create a new object around a unit called a forge that can take take some items and create something from a recipe list.
This is awesome but i think a awesome idea would be to also have a transmute button in the bag that combines different items to create one sick item... Sorta like Diablo2. Then this would be the best triggering ever.
If you are using the standard support for zip from xp it considers . before a folder to be a hidden folder so you'll have to have it enable showing of hidden files. Anyway I swear i uploaded a w3x so blame darky not me on this regard its his site which did it.