should work and daelin you idiot they weren't categories wehen i wrote it.
1)Would Orb Effects work on EItems in your Bag, or PItems? There is always another approach to this, by creating a passive ability hidden in the item (such as the Permanant Invis on the Future Gun.) but it would make things much easier to know whether or not it will.
2)If I were to, say... kill my hero, and revive him from an alter, would the hero come back as a mess? Or would it be capable still, to continue holding PItems and EItems
Is it even possible to create a Save/load for this? I know it creates a lot of new invisible units, and items, I don't know how that all would work. I don't really even know if it's possible, I think this uses some In-game Cache, so creating a Save/load may not work. In the toughest of situations, I'll ask my friend, who isn't very good at JASS either, to look at this, and try to teach me as much as he can about this.
~~Two-handed weapons:: (A weapon that takes over your shield slot and your weapon slot)
--
~~Class Specific:: (Only a certain class can equip an item)
--
~~Dual-weilding weapons:: (this is when you wear 2 one-handed axes/weapons, and one takes over the shield slot if it isn't being used, and I don't mean editing a shield and changing the values to be like an axe/weapon, this is because if you have no weapon in your weapon slot, the axe will be placed in your shield slot, instead of going into the slot that it belongs)
--
~~Set(s):: (These occur when you equip (ex.) one Jade Armor, Jade Ring, & Jade Boots, they give u set bonuses (this only occurs when they are all equiped!))
function Creq_notBag takes nothing returns boolean
return not IsItemBT( BT_Item() )
endfunction
call CreateBT('I00G',12,Condition(function Creq_notBag))
call CreatePItem('I00J','I00K')
function IDNoItem takes integer i returns integer
if(i==2)then
return 'I007'
elseif(i==3)then
return 'I00A'
else
return 'I00B'
endif
endfunction
function IDNoItem takes integer i returns integer
if(i==1)then
return 'I00Q'
elseif(i==2)then
return 'I007'
elseif(i==3)then
return 'I00A'
else
return 'I00B'
endif
endfunction
call CreateHero(hero)
call Hero_enableEquip(hero,1)
call Hero_enableEquip(hero,29)
set id='I007'
call CreateEItem(id,'I001')
call EItem_setSlotsByBitFlag(id, 21)
call EItem_setSlots(id, true, false, true, false,true)
set s=CreateReq(0,0,0,0,0)
call EItem_setReq(id,s)
call EItem_setPriorty(id,25)
call EItem_addAbility(id,'A000' ,1)
call EItem_setBonuses(id,10,1,75,25)
call EItem_setStats(id,1,1,1)
call EItem_setDBM(id,1,2,3)
call EItem_setFX(id,"myModel.mdl","head")
- item BT_Bag()
- unit BT_Hero()
- item BT_Item()
*set id=ItemTypeId of EItem.
*call CreateEItem(id,Item TypeId of Pickup)
call EItem_addAbility(id,AbilityTypeId ,Levels)
... (this step can be repeated for each ability you want to add)
*[b]call EItem_setSlotsByBitFlag(id, BitFlag of slot)[/b]
or
[b]call EItem_setSlots(id, Use Slot 1?, Use Slot 2?, Use Slot 3?, Use Slot 4?,Use Slot slot 5?)[/b]
call EItem_setBonuses(id,attack inc,armor inc,max hp inc,max mp inc)
call EItem_setStats(id,str inc,agi inc,int inc)
*call EItem_setReq(id, CreateReq(class,level,str,agi,int )
call EItem_setDBM(id,Level of Evas inc,Level of CS multiplier increase,Level of CS rate increase)
+call EItem_setPriorty(id,Priorty)
call EItem_setFX(id,"Model Path","attachment point")