| 02-12-2004, 11:31 PM | #31 |
nice map |
| 02-14-2004, 07:48 PM | #32 |
can you throw out items? |
| 02-14-2004, 08:50 PM | #33 |
yeah try it yourself. I set that the items called the cool sword, the one ring and the better shield can be thrown out. The other items your default equipment and the dequiped item are marked as undroppable. |
| 02-14-2004, 09:42 PM | #34 |
This is cool, except for the fact I have no idea whatsoever on how to add my own custom items into it. |
| 02-14-2004, 09:49 PM | #35 |
In the Trigger Category Define is a trigger called Item Array. Inside shows you the defination of items and the trigger comment shows you what each section defines. Just copy and paste that and edit the fields appropriately. |
| 02-17-2004, 05:59 AM | #36 |
this system is multiplayer compatible? |
| 02-17-2004, 12:56 PM | #37 |
yes make the archmage for player 2 if you want to test for yourself. |
| 03-01-2004, 04:59 AM | #38 |
so its the drag and drop backpack thing??thats where u dl it??i cant find it!!! |
| 03-01-2004, 06:54 PM | #39 |
This is not the drag and drop backpack. This is DT4a my RPG engine which has its link somewhere on teh first page. The backpacks thread found in my sig. |
| 03-02-2004, 02:07 PM | #40 |
There are some things I don't really understand. - set udg_ItemArray[Ix(j,6)]="pickup version" What is this? - set udg_ItemArray[Ix(j,7)]="Inventory version" What is this? This really cool, it's the best system I've ever seen. Would it be possible to make a system similar to this: When the game starts, you call a function which let's the player add X stats to his hero, and this will he never be able to do so again. It's similar to the level system you have, but this is for the start, only. If you have played Baldur's Gate, Icewind Dale or a game like that, you know what i mean. Well, I would give the Inventory system 9.5/10 You can always make improvments. |
| 03-02-2004, 02:53 PM | #41 |
In you backpack, would it be able to edit it so you could have two pages. So when you enter the equipment page, you would see six slots, four for equipment and two for next and quit, i.e: Page 1 Helmet Armor Weapon Shield Next Quit Page 2 Gloves Boots Amulet Ring Previous Quit I have a litle off-topic question. Would it be possible to make a spellbook system, which you press a button and them you can see 4 spells at a time, and then you can press the next or previus button, to se the other spells. And if you right-click a spell, it will be on your "favorite list". The spells on the "favorite list" will show up when you quit your spellbook. So these spells will shown as normal spells. It is not necisary to be able to cast spells from the spellbook. After you've right-clicked a spell, it will be this "line" around it, like on auto-cast. You can only have four spells on you favorite list, or would be error I suppose :\ If you select more than four the first selected one will be deseleced, or you won't be able to select one more, but first you must diselect one. I paste a picture here, to show how I mean, the text should be replaced by icons. If this would be able to do, I would be very happy, but I can't do it, because I'm no good at JASS :( But I would gladly make icons and such for the system. |
| 03-02-2004, 04:41 PM | #42 |
I actually developed such a system for my campaign I was going to make. Its not flexible though. Its not hard to do, but the main problem came with the queue lists (you basically set up an array of size four for the spells you are using and then remove the last from the queue and bump everything up one and add the new spell, adding the removed one back to the spellbook). The main problem came from the lack of dummy spells so I think I only could have like 4 spells and a next page. Also it was player specific, not hero specific unfortuantly. If one were to do it with items I'm sure you can then make it hero specific, I did it with the spellbook because I didn't really know much better As far as 8 slot inventory. I don't see it being very hard to implement, but the main problem comes with data space. I don't have room for the extra 4 special effects that this new version would demand. Eventually when I port to object oriented, such could be done easier. - set udg_ItemArray[Ix(j,6)]="pickup version" What is this? - set udg_ItemArray[Ix(j,7)]="Inventory version" What is this? if you check the object editor you'll see I have two versions of each item one in power up. This is the pickup version and one in artifact, this is the inventory version. As far as your next question the attributer from the backpack is a bit more flexible in such a regard. Basically you would have to add the ability to attribute manually after calling the function to set his stats to attribute to some value. You would also delete the level up trigger. Note: DT4a and backpack are not compatible. |
| 03-07-2004, 01:07 PM | #43 |
I experience some problems again. This time I can't solve it myself :( So to the problem. The hero starts with some items, but if I unequipe them, they dissapere from the inventori. This happens only with some items, even that they are iddentical to the others who don't. What is happening? |
| 03-07-2004, 02:19 PM | #44 |
Alright, are you sure you these items are for the right slot assignment? Are you sure you gave them pick up versions and not inventory versions? Are you sure that they all have unique fields 0, 6 and 7? |
| 03-07-2004, 03:03 PM | #45 |
[quote=weaaddar]Are you sure you gave them pick up versions and not inventory versions? [quote] Hmm. what do you meen with this? If I give them an item from the start, the item is supposed to be of the version "Inventory" (Artifact) right? The other things are correct. |
