Warcraft III resources & community, 2003–2006 · archived

Inventaire

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Submitted by TaudierSystems554 downloads31 KB
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Inventaire.w3x
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Inconnu
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11
It works in multiplayer.

but only for one hero.
I repeat , it works in MULTIPLAYER , don't blame me with that .
New version : - I replaced Bj function with Native
- Fix a stupid mistake :-)
- not really diffrent ... maybe more
stable .
and isnt multi-unit
What do you mean ?
Just have one Inventory per Player .Recommanded for RPG naturally o.O
UnitAddAbilityBJ could be easily be replaced with UnitAddAbility , only swap the arguments, always use common.j functions instead of blizzard.j functions that just call them.


Why use common.j functions instead?

This inventory system really isnt that good...it takes up alot of space on the screen, and isnt multi-unit (which is acceptable for things like an AoS).
Try it , it works in multiplayer :D I will follow your advices for native and Get boolean expression ^^ . thanks you .

the secret : i use Variable[GetPlayerNumberId(GetLocalPlayer())] when i build my multiboard . But i use Vairable[GetPlayerNumnerId(GetTriggeringPlayer())] when it concerns item or something important .


ps : i forgot to give a bag to player 2 :s
The secret of wc3 map optimizer that makes maps faster is to take that stuff and convert them into the correct stuff

instead of


if not(boolean1) then
    return false
endif
if not(boolean2) then
    return false
endif
return true

use:

return boolean1 and boolean2
Easier to understand , takes 1 line of text and is much more efficient.

Blizzard uses that stuff because they made a lazy GUI 2 JASS convertor.

---

UnitAddAbilityBJ could be easily be replaced with UnitAddAbility , only swap the arguments, always use common.j functions instead of blizzard.j functions that just call them.

----

There is no point in using gamecache, neither JASS since your system is not multi instanceable (it can only work with one hero in Single player) and it is because of the multiboard

Multiboad are easy to navigate when you have a lot of item


No, it is not.

This inventory works in multiplayer
no it doesn't.
Multiboad are easy to navigate when you have a lot of item (this Inventory works in multiplayer ).
Why 2 versions of each item?

The main item isn't removed . It stays in the hide Slots until the unit ' desequip the item ' . When i display the ' Equipement Window' i create an item type of item stocked in the hide SLot . If i used the same item-type , the unit would have the item bonus *2 .And i must have a 'Usable Item' to desequip ( i do this choice ).



Why if you were using gamecache you used a big array and a loop for the declared items

I thought it was easier to fill for people .And it just runs at the map initialisation .


or was it to make it to remove the whole purpose of gamecache totally destroying the multi instability of the system?

Don't understand , don't see what you mean :s


Could you please replace the dummy bj functions with their native equivalents and

Can you explain me plz?


Why you have horrible GUI like estructures like this: ?


i thought it was better . Else blizzard didn't do it ? o.O[/code]
Saw the code,

Why a multiboard?
Was it to force people to declare the icons of every single item? or was it to make it to remove the whole purpose of gamecache totally destroying the multi instability of the system?

Why if you were using gamecache you used a big array and a loop for the declared items?

Why 2 versions of each item?

Could you please replace the dummy bj functions with their native equivalents and

Why you have horrible GUI like estructures like this: ?


    if ( not ( GetItemTypeId(GetManipulatedItem()) != 'I00M' ) ) then
        return false
    endif
    if ( not ( GetItemTypeId(UnitItemInSlotBJ(GetOrderedUnit(), GetIssuedOrderId()-852001)) == 'I00O' ) ) then
        return false
    endif
    return true
How can i add a Description ?
Important :


- Copy Exactly ability : Use[objet]
- respect ALL LELVEL calssification :
- For each level there is only one Class (Sword = lvl 1 , helm = lvl 2...)
- A equiped item can only have a lvl 1 or 2 or 3 or 4 or 5 .
- For item who won't be equiped , give a level > 5
- Always make a Fake objet for Equiped Item
- Always register the icones path .

( i tried to make it easy for noobs, see the Game_cache category