| 05-03-2008, 02:47 AM | #1 |
@Vexorian (Sorry I copy/pasted that one my fault.) Translation in progress........Done Why didnt you send me a pm to translate it? please delete the other thread written in german. PS:You are that HandleVars guy aint ya? Nice to meet you. Read a lot about you in the Jass-Tutorial section. Coding directly in WE is great with the Syntax Highlighter and the implemented Function Referenz. Hy Folks Im working on a Naruto-RPG map since a couple of weeks.While Im realy good at writing Skripts and Jass stuff at all I suck at terraining and graphiks. Also the huge amount of work that is needed to finish the map makes it impossible to do it on my own. Here is a little History about what Ive allready done: -I wrote my own Equipmentsystem in vJass with Itemslots, 14 Equipslots and 4 Quickslots. -Substatsystem with five imaginary values wich effekt the three main stats and attached dummyabilitys like dodging,regen,or critical. -Rearltime refreshing Multiboard, displays substats, mainstats with progress bar and Dodge or critical chance.. 3.rd Peson Camerasystem, Walking via Arrowkeys A couple of other, small Skripts like Creepspawn or a few abilities all in VJass. Right now I wrote over 1500 Lines of Code. Why do I tell you all this? Because Im looking for an EXPERIENCED Terainer, who allready made a few maps. The map is 480*480 (JassNewGenPack required!) Because of the huge size I want to make it a singleplayer RPG I can tell from my own experience that I never finished playing an large RPG in BNET or LAN. If you are Interested in teaming up with me,send a mail [email protected] or answer the post. I defineatly want to bild up a team for this project, and I also want to finish the map.There is nothing I hate more than all those unfinished maps out there which have great potential but did never exeed beta status. I attached a couple of Screenshots, first is the InventorySytem rest is some example of the CamSystem and how the map should look like. Thanks for reading I hope for some help mfg. BOFH |
| 05-11-2008, 09:26 PM | #2 |
Lmao. 1st mistake... you're making a Naruto map. 2nd mistake you took Toadcops Item system and the stat system from TKoK. |
| 05-11-2008, 10:24 PM | #3 | |
Quote:
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| 05-11-2008, 10:50 PM | #4 |
NARUTO SPELLP4X??!!!????????!11!!/? |
| 05-11-2008, 11:51 PM | #5 | |
Quote:
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| 05-12-2008, 04:04 AM | #6 |
It does exactly look like it... By any chance did you rip the systems of the unprotected Trigger map that VexenX uploaded? They look so familiar that it ain't funny -Av3n |
| 05-12-2008, 06:11 AM | #7 | |
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| 05-12-2008, 11:59 AM | #8 | |
Quote:
1.) Its right that the Layout is from TKOK. I took their Inventorysymbols and Statsymbols but the entire Jasscode is written by myself. How should I steal theyr Triggercode? the map is protected and reading trough 3000 Lines of Jasscode from the war3map.j, then figuring out what is the Inventorysystem where are the Statsystem function.... Realy man you are kidding arent you? As I sayd I took a few Ideas from theyr map, when releasing first beta it was my intention from the beginning to say that Crimsons awesome map inspired me a lot. But people like you who think everyone is stealing from everybody makes me sick.. Want proof? Heres the Init Trigger: Code:
//==================================================================================
//Handles clicking a Trackable
function ClickHandler takes nothing returns nothing
local trackable tk = GetTriggeringTrackable()
local integer selected = GetIntegerData(Player(0),"ClickCache")
local slotdata data = GetIntegerData(tk,"StructLink")
local slotdata cachedata = GetIntegerData(I2TK(selected),"StructLink")
local itemdata idata = GetIntegerData(Player(0),I2S(cachedata.itemid))
if data.ocupied then
call CreateEffekt(tk)
elseif selected != 0 and selected != H2I(tk) and data.equipmentslot != "Drop" and data.equipmentslot != "Exit" and data.equipmentslot != "Quickslot" and not data.equipment and not cachedata.equipment and not data.ocupied then
call ExchangeItems(tk)
elseif selected != 0 and selected != H2I(tk) and data.equipmentslot != "Drop" and data.equipmentslot != "Exit" and data.equipmentslot != "Quickslot" and data.equipment and cachedata.equipable and data.equipmentslot == idata.equipmenttyp and not data.ocupied then
call EquipItem(tk,idata)
elseif selected != 0 and selected != H2I(tk) and data.equipmentslot != "Drop" and data.equipmentslot != "Exit" and data.equipmentslot != "Quickslot" and not data.equipment and cachedata.equipment and not data.ocupied and cachedata.inequipmentslot then
call UnequipItem(tk)
elseif selected != 0 and selected != H2I(tk) and data.equipmentslot != "Drop" and data.equipmentslot == "Quickslot" then
call QuickslotFill(tk)
elseif selected != 0 and selected != H2I(tk) and data.equipmentslot == "Drop" and not cachedata.inequipmentslot then
call DropItem(tk)
elseif data.equipmentslot == "Exit" then
call ExitInventory()
endif
set tk = null
endfunction
//============================================================================
//Handles hovering a Trackable
function HoverHandler takes nothing returns nothing
local trackable tk = GetTriggeringTrackable()
local slotdata data = (GetIntegerData(tk,"StructLink"))
local itemboard boardold = GetIntegerData(Player(0),"HoverCache")
local itemboard board
call SetIntegerData(Player(0),"HoverCache",0)
if boardold != 0 then
call boardold.destroy()
endif
if data.itemid != 0 then
set board = itemboard.create("TestBoard",15)
call SetIntegerData(Player(0),"HoverCache",board)
elseif data.equipment then
set board = itemboard.create(" "+data.equipmentslot+" ",1)
call SetIntegerData(Player(0),"HoverCache",board)
elseif data.equipmentslot == "Drop" then
set board = itemboard.create(" DROP ITEM ",1)
call SetIntegerData(Player(0),"HoverCache",board)
elseif data.equipmentslot == "Exit" then
set board = itemboard.create(" EXIT ",1)
call SetIntegerData(Player(0),"HoverCache",board)
endif
set tk = null
endfunction
//============================================================================
//EquipmentSlots erzeugen
function CreateEquipment takes nothing returns nothing
local slotdata data
local trackable tk
local destructable d
local trigger t
local real x = GetCameraBoundMinX()
local real y = GetCameraBoundMinY()
local integer index = 0
local integer index2 = 0
local integer xraiser = 0
local integer slot = 0
//Dummyarrays
local integer array dummyid
local string array dummynames
set dummyid[1] = 'B00P'
set dummyid[2] = 'B00C'
set dummyid[3] = 'B00D'
set dummyid[4] = 'B00E'
set dummyid[5] = 'B00F'
set dummyid[6] = 'B00G'
set dummyid[7] = 'B00H'
set dummyid[8] = 'B00I'
set dummyid[9] = 'B00J'
set dummyid[10] = 'B00K'
set dummyid[11] = 'B00L'
set dummyid[12] = 'B00M'
set dummyid[13] = 'B00N'
set dummyid[14] = 'B00O'
set dummynames[1] = "Head"
set dummynames[2] = "ShoulderR"
set dummynames[3] = "HandR"
set dummynames[4] = "Chest"
set dummynames[5] = "Belt"
set dummynames[6] = "Pants"
set dummynames[7] = "Ring"
set dummynames[8] = "Neck"
set dummynames[9] = "ShoulderL"
set dummynames[10] = "HandL"
set dummynames[11] = "Gloves"
set dummynames[12] = "Bracers"
set dummynames[13] = "Boots"
set dummynames[14] = "Ring"
loop
exitwhen index2>13
set index2 = index2 + 1
set d = CreateDestructable(dummyid[index2],x + xraiser + 140,y + 983 - 148*index,0,1.20,1)
set tk = CreateTrackable("square.mdx",x + xraiser + 140,y + 983 - 148*index,0)
call CreateDestructable('B005', x + xraiser + 140,y + 983 - 148*index,0,1.10,1)
//Corner_UR
call CreateDestructable('B006',x + 155,y + 985 - 148*index,0,1.0,1)
//Corner_DR
call CreateDestructable('B00A',x + 155,y + 985 - 148*index,0,1.0,1)
//Corner_UL
call CreateDestructable('B009',x + 135,y + 985 - 148*index,0,1.0,1)
//Corner_DL
call CreateDestructable('B00B',x + 135,y + 985 - 148*index,0,1.0,1)
set t = CreateTrigger()
call TriggerRegisterTrackableHitEvent(t, tk)
call TriggerAddAction(t,function ClickHandler)
set t = CreateTrigger()
call TriggerRegisterTrackableTrackEvent(t,tk)
call TriggerAddAction(t,function HoverHandler)
set data = slotdata.create()
set data.slotlink = d
set data.slotid = dummyid[index2]
set data.equipmentslot = dummynames[index2]
set data.ocupied = false
set data.equipment = true
call SetIntegerData(tk,"StructLink",data)
set index = index + 1
if index>6 then
set x = x + 820
set index = 0
set xraiser = 5
endif
endloop
set tk = null
set d = null
set t = null
endfunction
//============================================================================
//Inventar erzeugen
function CreateInventory takes nothing returns nothing
local slotdata data
local trackable tk
local destructable d
local trigger t
local real x = GetCameraBoundMinX()
local real y = GetCameraBoundMinY()
local integer index1 = 0
local integer index2 = 0
local integer slot = 1
loop
exitwhen index1>=10
set index2 = 0
loop
exitwhen index2>=6
set d = CreateDestructable(udg_gui_emptyinv,x + 300 + 100 * index2,y + 50 + 935 -100 * index1,0,1.0,1)
set tk = CreateTrackable("square.mdx",x + 300 + 100 * index2,y + 50 + 935 - 100 * index1, 0)
//Central
call CreateDestructable('B005',x + 300 + 100 * index2,y + 50 + 935 - 100 * index1,0,1.0,1)
//Border_L
//call CreateDestructable('B001',x + 300,y + 1018 - 100 * index1,0,1.0,1)
//Border_R
//call CreateDestructable('B002',x + 810,y + 1018 - 100 * index1,0,1.0,1)
//Border_D
call CreateDestructable('B004',x + 100 * (index2+3),y + 885 - (100*8),0,1.0,1)
//Border_U
call CreateDestructable('B003',x + 100 * (index2+3),y + 985 ,0,1.0,1)
set t = CreateTrigger()
call TriggerRegisterTrackableHitEvent(t, tk)
call TriggerAddAction(t,function ClickHandler)
set t = CreateTrigger()
call TriggerRegisterTrackableTrackEvent(t,tk)
call TriggerAddAction(t,function HoverHandler)
set data = slotdata.create()
set data.slotlink = d
set data.slotid = udg_gui_emptyinv
set data.slotindex = slot
set data.equipment = false
set data.ocupied = false
call SetIntegerData(Player(0),"Slot"+I2S(slot),H2I(tk))
call SetIntegerData(tk,"StructLink",data)
set slot = slot+1
set index2 = index2+1
endloop
set index1 = index1+1
endloop
//Corner_DL
call CreateDestructable('B00B',x + 300,y + 985 - 100 * (index1-1),0,1.0,1)
//Corner_UL
call CreateDestructable('B009',x + 300,y + 985 ,0,1.0,1)
//Corner_DR
call CreateDestructable('B00A',x + 810,y + 985 - 100 * (index1-1),0,1.0,1)
//Corner_UR
call CreateDestructable('B006',x + 810,y + 985 ,0,1.0,1)
//Background
set index1 = 1
loop
exitwhen index1>4
set index2 = 0
set index1 = index1+1
loop
exitwhen index2>3
call CreateDestructable('B008',x-512+512*index1,y+200+256*index2,0,2.0,1)
set index2 = index2+1
endloop
endloop
//==========================================================================
//Create Quickslots
set index1 = 0
set index2 = 0
set slot = 0
loop
exitwhen index1 == 2
set index2 = 0
loop
exitwhen index2 == 2
if index1 == 0 then
set d = CreateDestructable('B00S',x + 1200,y +100 + 145*index2,0,1.2,1)
set tk = CreateTrackable("square.mdx",x + 1200,y + 95 + 145*index2, 0)
//Central
call CreateDestructable('B00S',x + 1200,y +95 + 145*index2,0,1.2,1)
elseif index1 >0 then
set d = CreateDestructable('B00S',x + 1400,y +90 + 145*index2,0,1.2,1)
set tk = CreateTrackable("square.mdx",x + 1400 ,y + 85 + 145*index2, 0)
//Central
call CreateDestructable('B00S',x + 1400,y +85 + 145*index2,0,1.2,1)
endif
set slot = slot + 1
set data = slotdata.create()
set data.slotlink = d
set data.slotid = 'B00S'
set data.slotindex = slot
set data.equipmentslot = "Quickslot"
set data.ocupied = false
call SetIntegerData(Player(0),"Quickslot"+I2S(slot),H2I(tk))
call SetIntegerData(tk,"StructLink",data)
set t = CreateTrigger()
call TriggerRegisterTrackableHitEvent(t, tk)
call TriggerAddAction(t,function ClickHandler)
set t = CreateTrigger()
call TriggerRegisterTrackableTrackEvent(t,tk)
call TriggerAddAction(t,function HoverHandler)
//Corner_DL
call CreateDestructable('B00B',x + 1200 + 190*index1,y + 95 + 155*index2,0,1.0,1)
//Corner_UL
call CreateDestructable('B009',x + 1200 + 190*index1,y + 90 + 150*index2,0,1.0,1)
//Corner_DR
call CreateDestructable('B00A',x + 1200 + 190*index1,y + 95 + 155*index2,0,1.0,1)
//Corner_UR
call CreateDestructable('B006',x + 1200 + 190*index1,y + 90 + 150*index2,0,1.0,1)
set index2 = index2 + 1
endloop
set index1 = index1 + 1
endloop
//========================================================================
//Create Drop Button
set d = CreateDestructable('B00R',x + 1200,y + 600,0,1.0,1)
set tk = CreateTrackable("square.mdx",x + 1200,y + 600,0)
set data = slotdata.create()
set data.slotlink = d
set data.equipmentslot = "Drop"
call SetIntegerData(tk,"StructLink",data)
set t = CreateTrigger()
call TriggerRegisterTrackableHitEvent(t, tk)
call TriggerAddAction(t,function ClickHandler)
set t = CreateTrigger()
call TriggerRegisterTrackableTrackEvent(t,tk)
call TriggerAddAction(t,function HoverHandler)
//========================================================================
//Create Exit Button
set d = CreateDestructable('B00Q',x + 1200,y + 500,0,1.0,1)
set tk = CreateTrackable("square.mdx",x + 1200,y + 500,0)
set data = slotdata.create()
set data.slotlink = d
set data.equipmentslot = "Exit"
call SetIntegerData(tk,"StructLink",data)
set t = CreateTrigger()
call TriggerRegisterTrackableHitEvent(t, tk)
call TriggerAddAction(t,function ClickHandler)
set t = CreateTrigger()
call TriggerRegisterTrackableTrackEvent(t,tk)
call TriggerAddAction(t,function HoverHandler)
set tk = null
set d = null
set t = null
endfunction
//============================================================================
function Trig_InventorySystem_Actions takes nothing returns nothing
call CreateInventory()
call CreateEquipment()
endfunction
//============================================================================
//============================================================================
function InitTrig_InventorySystem takes nothing returns nothing
set udg_pickuptrigger = CreateTrigger()
call TriggerRegisterPlayerUnitEvent(udg_pickuptrigger,Player(0),EVENT_PLAYER_UNIT_PICKUP_ITEM,null)
call TriggerAddAction(udg_pickuptrigger,function PickUpItem)
set gg_trg_InventorySystem = CreateTrigger()
call TriggerAddAction(gg_trg_InventorySystem,function Trig_InventorySystem_Actions)
endfunctionand heres the Function library Code:
library INVFUNCTIONS requires MAPINIT
//=============================================================================================
//Selected Effekt
function CreateEffekt takes trackable tk returns nothing
local destructable selector
local slotdata data = GetIntegerData(tk,"StructLink")
local slotdata dataold = GetIntegerData(I2TK(GetIntegerData(Player(0),"ClickCache")),"StructLink")
//Nothing Selected
if GetIntegerData(Player(0),"EffectAktive") == 0 then
set selector = CreateDestructable('B000',GetDestructableX(data.slotlink),GetDestructableY(data.slotlink),0,1.0,1)
call SetIntegerData(Player(0),"EffectAktive",1)
call SetIntegerData(Player(0),"ClickCache",H2I(tk))
set data.effectlink = selector
//Same Object Selected again(deselect)
elseif GetIntegerData(Player(0),"EffectAktive") == 1 and H2I(tk) == GetIntegerData(Player(0),"ClickCache")then
call RemoveDestructable(data.effectlink)
call SetIntegerData(Player(0),"EffectAktive",0)
call SetIntegerData(Player(0),"ClickCache",0)
set data.effectlink = null
//Something Selected and New Selected Object!= Selected Object in Cache
elseif GetIntegerData(Player(0),"EffectAktive") == 1 and H2I(tk) != GetIntegerData(Player(0),"ClickCache") then
set selector = CreateDestructable('B000',GetDestructableX(data.slotlink),GetDestructableY(data.slotlink),0,1.0,1)
call RemoveDestructable(dataold.effectlink)
call SetIntegerData(Player(0),"ClickCache",H2I(tk))
set dataold.effectlink = null
set data.effectlink = selector
endif
set selector = null
endfunction
function IsItemInInventory takes integer searching returns integer
local slotdata data
local trackable tk
local integer index = 1
local integer amount = 0
loop
exitwhen index > udg_gui_inventarsize
set tk = I2TK(GetIntegerData(Player(0),"Slot"+I2S(index)))
set data = GetIntegerData(tk,"StructLink")
if data.itemid == searching then
set amount = amount +1
endif
set index = index +1
endloop
set tk = null
return amount
endfunction
//=============================================================================================
//Exchanging Items
function ExchangeItems takes trackable tk returns nothing
local slotdata datanew = GetIntegerData(tk,"StructLink")
local slotdata dataold = GetIntegerData(I2TK(GetIntegerData(Player(0),"ClickCache")),"StructLink")
local destructable dnew = datanew.slotlink
local destructable dold = dataold.slotlink
//Exchange Destrutables
set datanew.slotlink = CreateDestructable(dataold.slotid,GetDestructableX(dnew),GetDestructableY(dnew),0,1.0,1)
set dataold.slotlink = CreateDestructable(datanew.slotid,GetDestructableX(dold),GetDestructableY(dold),0,1.0,1)
call RemoveDestructable(dnew)
call RemoveDestructable(dold)
//Exchange Trackable Database
set datanew.ocupied = true
set dataold.ocupied = false
set datanew.slotid = dataold.slotid
set dataold.slotid = udg_gui_emptyinv
set datanew.itemid = dataold.itemid
set dataold.itemid = 0
set datanew.equipable = dataold.equipable
set dataold.equipable = false
//Remove Effect
call RemoveDestructable(dataold.effectlink)
set dataold.effectlink = null
call SetIntegerData(Player(0),"EffectAktive",0)
call SetIntegerData(Player(0),"ClickCache",0)
set dnew = null
set dold = null
endfunction
//============================================================================
//Equip Item
function EquipItem takes trackable tk,itemdata idata returns nothing
local slotdata datanew = GetIntegerData(tk,"StructLink")
local slotdata dataold = GetIntegerData(I2TK(GetIntegerData(Player(0),"ClickCache")),"StructLink")
local destructable dnew = datanew.slotlink
local destructable dold = dataold.slotlink
set datanew.slotlink = CreateDestructable(dataold.slotid,GetDestructableX(dnew),GetDestructableY(dnew),0,1.2,1)
set dataold.slotlink = CreateDestructable(udg_gui_emptyinv,GetDestructableX(dold),GetDestructableY(dold),0,1.0,1)
call RemoveDestructable(dnew)
call RemoveDestructable(dold)
//Exchange Trackable Database
set datanew.ocupied = true
set dataold.ocupied = false
set dataold.slotid = udg_gui_emptyinv
set datanew.itemid = dataold.itemid
set datanew.inequipmentslot = true
set dataold.itemid = 0
set dataold.equipable = false
//Remove Effect
call RemoveDestructable(dataold.effectlink)
set dataold.effectlink = null
call SetIntegerData(Player(0),"EffectAktive",0)
call SetIntegerData(Player(0),"ClickCache",0)
set dnew = null
set dold = null
call ExecuteFunc(idata.equipfunction)
endfunction
//============================================================================
//Unequip Item
function UnequipItem takes trackable tk returns nothing
local slotdata datanew = GetIntegerData(tk,"StructLink")
local slotdata dataold = GetIntegerData(I2TK(GetIntegerData(Player(0),"ClickCache")),"StructLink")
local itemdata idata = GetIntegerData(Player(0),I2S(dataold.itemid))
local destructable dnew = datanew.slotlink
local destructable dold = dataold.slotlink
set datanew.slotlink = CreateDestructable(idata.did,GetDestructableX(dnew),GetDestructableY(dnew),0,1.0,1)
set dataold.slotlink = CreateDestructable(dataold.slotid,GetDestructableX(dold),GetDestructableY(dold),0,1.2,1)
call RemoveDestructable(dnew)
call RemoveDestructable(dold)
//Exchange Trackable Database
set datanew.ocupied = true
set dataold.ocupied = false
set datanew.slotid = idata.did
set datanew.itemid = dataold.itemid
set dataold.inequipmentslot = false
set dataold.itemid = 0
set datanew.equipable = true
//Remove Effect
call RemoveDestructable(dataold.effectlink)
set dataold.effectlink = null
call SetIntegerData(Player(0),"EffectAktive",0)
call SetIntegerData(Player(0),"ClickCache",0)
set dnew = null
set dold = null
call ExecuteFunc(idata.unequipfunction)
endfunction
//Quickslot Actions
function QuickslotFill takes trackable tk returns nothing
local slotdata datanew = GetIntegerData(tk,"StructLink")
local slotdata dataold = GetIntegerData(I2TK(GetIntegerData(Player(0),"ClickCache")),"StructLink")
local destructable dnew = datanew.slotlink
local destructable dold = dataold.slotlink
set datanew.slotlink = CreateDestructable(dataold.slotid,GetDestructableX(dnew),GetDestructableY(dnew),0,1.2,1)
set dataold.slotlink = CreateDestructable('B00S',GetDestructableX(dold),GetDestructableY(dold),0,1.0,1)
call RemoveDestructable(dnew)
call RemoveDestructable(dold)
//Exchange Trackable Database
set datanew.ocupied = true
set dataold.ocupied = false
set dataold.slotid = 'B00S'
set datanew.itemid = dataold.itemid
set dataold.itemid = 0
//Remove Effect
call RemoveDestructable(dataold.effectlink)
set dataold.effectlink = null
call SetIntegerData(Player(0),"EffectAktive",0)
call SetIntegerData(Player(0),"ClickCache",0)
set dnew = null
set dold = null
endfunction
//=============================================================================
//Drop Item
function DropItem takes trackable tk returns nothing
local slotdata cachedata = GetIntegerData(I2TK(GetIntegerData(Player(0),"ClickCache")),"StructLink")
local destructable d = cachedata.slotlink
local itemdata idata = GetIntegerData(Player(0),I2S(cachedata.itemid))
local location loc = GetUnitLoc(udg_playerhero)
set cachedata.slotlink = CreateDestructable(udg_gui_emptyinv,GetDestructableX(d),GetDestructableY(d),0,1.0,1)
call RemoveDestructable(d)
call CreateItem(cachedata.itemid,GetLocationX(loc),GetLocationY(loc))
set cachedata.ocupied = false
set cachedata.slotid = udg_gui_emptyinv
set cachedata.itemid = 0
set cachedata.equipable = false
//Remove Effect
call RemoveDestructable(cachedata.effectlink)
set cachedata.effectlink = null
call SetIntegerData(Player(0),"EffectAktive",0)
call SetIntegerData(Player(0),"ClickCache",0)
call RemoveLocation(loc)
set d = null
set loc = null
endfunction
//==================================================================================
//Exit Inventory
function ExitInventory takes nothing returns nothing
call SetCameraBoundsToRect(bj_mapInitialCameraBounds)
call DisableTrigger(udg_gui_inventorycameralock)
call EnableTrigger(udg_cam_firstperson)
call SetCameraTargetController(udg_playerhero,0,0,false)
call MultiboardDisplay(udg_heroboard,true)
call MultiboardMinimize(udg_heroboard,true)
endfunction
//============================================================================
//Pick up Item Handler
function PickUpItem takes nothing returns nothing
local slotdata data
local itemdata idata
local item it = GetManipulatedItem()
local trackable tk
local destructable ditem
local destructable dempty
local integer index = 1
local boolean flag = false
set idata = GetIntegerData(Player(0),I2S(GetItemTypeId(it)))
if idata.equipmenttyp == "Quest" then
if IsTriggerEnabled(udg_wolfquesttrigger[2]) then
set it = null
set ditem = null
set dempty = null
set tk = null
return
endif
endif
if GetItemTypeId(it) == 'I00E' then
set it = null
set ditem = null
set dempty = null
set tk = null
return
endif
if GetItemType(it) != ITEM_TYPE_POWERUP then
loop
exitwhen index > udg_gui_inventarsize or flag
set tk = I2TK(GetIntegerData(Player(0),"Slot"+I2S(index)))
set data = GetIntegerData(tk,"StructLink")
if not data.ocupied and index <= udg_gui_inventarsize then
set dempty = data.slotlink
set ditem = CreateDestructable(idata.did,GetDestructableX(dempty),GetDestructableY(dempty),0,1.0,1)
call RemoveDestructable(dempty)
set data.slotlink = ditem
set data.itemid = GetItemTypeId(it)
set data.slotid = idata.did
set data.ocupied = true
if GetItemType(it) == ITEM_TYPE_PERMANENT then
set data.equipable = true
endif
call RemoveItem(it)
set flag = true
endif
set index = index+1
endloop
endif
if index > udg_gui_inventarsize then
call BJDebugMsg("GUI Inventory full")
//Hier muss noch abgefangen werden, das der Held das Item trotzdem aufnimmt
endif
set it = null
set ditem = null
set dempty = null
set tk = null
endfunction
//===========================================================================
function InitTrig_InventoryFunctions takes nothing returns nothing
endfunction
endlibraryIts not perfect but works fine for me "STEAL" it if you want, I give a fuck. PS: Naruto theme cancelled.Comic modells removed, story changed, could someone rename the thread please to: RECRUITMENT FOR SINGLEPLAYER RPG I will change the InfoPost later |
| 05-12-2008, 12:03 PM | #9 | |
Dude, relax. Quote:
|
| 05-12-2008, 12:11 PM | #10 | |
Quote:
|
| 05-12-2008, 12:46 PM | #11 |
I allready calmed down... and I apologize for the offensive post. But please understand that this was a lot of work, and i got kind of upset when you all thought I stole it. It was my first "bigger" skript in Jass. This layout is the best I could imagine, Inventory in the middle an the Equipmentslots on both sides. Quickslots are half ready i would say. Equiping, unequiping works fine. Hope taking those Icons is not punished by its creators, but I didnt found others and I cant make some myself. Im still looking for teammembers to help me with my project If you want to, mail me or post here and tell me what your abilitys are. mfg. BOFH |
| 05-12-2008, 07:46 PM | #12 |
Just make sure you give full, proper credits and I'm sure they won't mind. |
| 07-02-2008, 02:49 AM | #13 |
Somehow this map looks very similar too TKOK. The item system is very simialr and the inventory for getting stats and talketc is exactly the same. Did you hack The Kingdom Of Kaliron? ---------------------------------------------------------------------------- Want to help make a rpg? Here' a link to one I started:http://www.thehelper.net/forums/showthread.php?t=98663 |
| 07-02-2008, 06:11 AM | #14 | |
Quote:
Read the above posts. . ., and TKoK is using TC (Toadcop) inventory system, with his own modifications but the base was made by TC which is for download/use. The stat system is the made by Vexen, i believe. (the one in TKoK) |
