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DT4a: Advance your RPG today 1.1!

01-18-2004, 02:01 AM#16
Andy
yeah, undersatnd ya

thx
01-18-2004, 02:15 AM#17
weaaddar
Tell me if it works, as your not the first to complain with difficulties using my map. Actually I also suggest not using any custom editors. I just know they screw things up.

Also make sure your not trying to enable any of the disabled triggers. There the equivalant of comment triggers, but comment triggers seem to crash we in an infinite loop if theres an error in the header section of the map.
01-18-2004, 09:23 PM#18
weaaddar
Another major revision, Limiting issue two has been resolved see the new list of known issues and the changelog for more information. I consider the functionality of the item engine complete. Unless, somebody will care for some suggestions item related.
Code:
Version 1.10 OFFICIAL

Major Feature Additions:
=======================
--Equipable items can now be fully traded, pawned and dropped.
--All location usage has been fully deprecated.
--No longer is there a small delay when trying to turn on/off autocast
--You will now immediately be disallowed from picking up an item you can not.
--You can now fully move while accessing your menu.
Minor Bug Fixes:
================
--ModifyHero method no longer adds extra "no items" to a heronum. A heronum now is given 5 
  "no items" upon creation.
--Optimized ModifyHero to use only one loop should add neglible amount of performance increase.

As this is a major revision I will list all issues that may or may not be publicly known, and if they are intended or unintended.
Known issues:
============
--Intentional:
-------------
 -You can look at what you are currently wearing and still pick up items, but not when looking through your inventory
  Look at whats currently equiped gives me no grief at all. This will not change any relevent data when you pick up that item.
  However, because when you pick up an item while looking at your inventory it may shift all indices one to the left or right,
  and thus meaning you'll be equiping the wrong item. 

 -All special effects are reapplied when you change equipment.
  I recall the equip method for every other slot when you deequip an item, so  bonuses are not lost when two items both give an ability  
  and you remove one of them.
 
 -Heroes with no stat point gain per level, do not attribute even if you modify the amount of stats they current have.
  to get them to attribute you must use the modifyHero function to set them to have a postive amount of stat gain per lvl

--Unintentional
---------------
 -Heroes with 5 disabled slots can still access the equipment menu
 -Opening your menu breaks chanelling spells
  War3 considers calls to any spell a reason to break a channeling spell.

 -Trying to disable autocast on the attribute button makes your hero stop where he is (and break channel spells)
  I have no idea why. 

 -Extreme difficulty when using save code or game cache.
  Lots of data most of its private and without proper methods you can be storing the wrong bits in the wrong spot.
  Intended to be fixed next update.
01-23-2004, 07:40 PM#19
RaeVanMorlock
I commend you on your work, it will certainly be fun to pick apart your code later. My only complaint is that it's finicky when working with items. For instance, being limited to when I can and can't drop and pick up stuff -- having to access Equipment to see what I'm wearing -- lots of little stuff. Once you spend the 5-10mins to figure out how it all works, it's not so bad. For a game that needs a larger inventory, this is certainly the best solution I've seen yet. The stat point system is also quite impressive. All previous attempts I've seen at either involved a lengthy dialog box, and your solution is quite a bit more innovative. Keep up the good work.
01-23-2004, 07:49 PM#20
weaaddar
Right well In most console RPGs your starting equipment is ussually undroppable and unsellable. (This is just a flag I set in the item table to make them not be droppalbe)

Well Equipment menu to see what your wearing is much like every other RPG known to man. It seemed like a nifty little feature when DT4 started and soon became one of the core elements where I coded the paging inventory around. As far as why equiped items aren't straight droppable well I think you want to take it off first...(and it'd require me to add more lines of code and more states to handle)|

The equipment menu and the paging inventory really reminded me of playing FFTA which I liked alot.

As far as usability goes this is the best I've seen. (OOP backpack aside as its my creation as well)...
01-24-2004, 12:32 PM#21
volatile
HOW THE HECK DO I DOWNLOAD IT? I CAN'T FIND IT ANYWHERE? ONLY THE POSTS FOR IT!
01-24-2004, 12:50 PM#22
RaeVanMorlock
Volatile: Umm... learn to read? The latest version is always attached to the latest list of changes (ie 4 posts up).
02-03-2004, 04:01 PM#23
Dactrius
This is fantastic, I'm lost for words. I want to incorporate it into a campaign I've recently started but being an idiot when it comes to stuff like this I don't know where to begin. I took a look at the triggers and sort of stared at them, but they don't make any sense to me.

I would like to know if this system can prevent certain heroes from picking up certain items. For example I might want to prevent a thief from wearing heavy armour. Is this possible? Sorry if you've mentioned this, but I can't see it.

Once again great work!
02-03-2004, 04:14 PM#24
Dimples
Any ETA on the next version, which hopefully works with save/load codes?
02-03-2004, 06:43 PM#25
weaaddar
Yes its very good at any form of restriction.

As far as the next version the next version is actually going to be in a while as the new ver is going to be object oriented so theres a whole porting process thats rather unpleasant before I can start working on it.
02-04-2004, 11:29 PM#26
Roland of Gilead
Ok, I have been playing around with this for a few days and I have to say it is amazing.

The one thing I found I did not like was the need for an ability to link into the invintory. Is there away around this to have mabey an Item as the trigger into the invintory system. I have tried making an item and having it use that ability but it didn't work. Is there away to change this right in the hard code you made because I can't find any references to that ability but then again I might just be blind.
02-04-2004, 11:47 PM#27
weaaddar
The code is actually quite fervant on to this ability being the only trigger. It is defined in the Other Item Array.

I chose an ability as I wanted it to be as seemless as possible and because I needed it to be removed when the menu was open and visible only when I wanted it to be.

The trigger to access it is the opening the menu one but theres so little that it did that you'll probably be needing to look for a better method. (All it does is call helper functions switchInv and showMenu).

It would take some work on your part if you want it to be triggered by an item or something other then an ability that takes a spot on the unit command card.

I'd not suggest it unless you are very good with jass and can quickly port features over as a new version will be coming as soon as I have a good amount of free time to devote to the upgrade process.
02-04-2004, 11:53 PM#28
Roland of Gilead
Okie, thnx for quick reply. I will halt my work on it till you release your new version of it. I will get back to work on my save code.
02-08-2004, 07:39 PM#29
alastor_ac
well, just looked at ur rpg system and it kicks ass man! but anywayz
i personally felt that the only annoying things in this system is the empty space items... so i thought up a way to fix this

whenever u have an empty space, set the item in that slot in the array to null, when you are creating the items as you see them, you create an item called "placeholder" which could be any item u want... once all of the items are done being created in inventory, u have a loop that goes thru the inventory and says if the item in the current loop index slot is equal to "placeholder" then remove it.

this will let u have empty slots without seeing the blank tooltips?
dunno if this works or not.. hope so!
02-08-2004, 08:13 PM#30
weaaddar
The blank slots are there to assure you don't put items you shouldn't there. (like you don't put a potion in your spot for weapon.)

The blank slots are my own device for when I have a -1 item. Its more of a safe guard, and the reason why you can't pick up items when you looking at the paging inventory.