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TEEquip - Equipment System

10-06-2009, 06:13 PM#1
Thunder_Eye
Hi all,

This is an equipment system used to simulate an equipment menu. I'm posting this here to hopefully get some feedback on the functionality, as well as the code. Note that this is just a testversion, the code is not properly commented, nor is there any full documentation.
Importing is not supported yet, which is why abilityid's are hardcoded.

I embarked on this project April 2006, where it was uploaded at clancbs.com.
It was also reviewed here by blu_da_noob, however it was rejected due to some coding issues.
In January 2009 I made a revamp of it, adding new functionality and remaking alot of the code.
Today, I'm hopefully rewriting it for the last time.

It now uses vJass and ObjectMerger for easy importing and a clean code structure. So the system requires NewGen/JassHelper. The new system should support any kind of item bonuses you may want with some Jass knowledge.

It currently only functions as a template, however, I will later add modules to simplify adding basic stats.

Upcoming features:
  • Documentation
  • Set bonuses
  • Two handed weapons
  • Dualwield
  • Easy managing for basic stats
  • Customized stat/level requirements.
  • Option to drop items on death
  • A "validate" function if a unit delevels or looses stats etc.
  • Temporarily enabling/disabling itemtypes and units from the system.
  • Locking/Hiding slots for specific units.
  • Waffles?

Enjoy

Expand TEEquip v0.2:

Expand TEEquip v0.1:
Attached Images
File type: jpgpic.JPG (89.3 KB)
Attached Files
File type: w3xTEEquip v0.2.w3x (610.4 KB)
10-06-2009, 06:23 PM#2
Anachron
Funny, something like this is what I did before:
Advanced Inventory Handling.
Yours is more RPG like, but mine does also allow bonuses to be applied to the hero on pickup.

Edit: For the system, its pretty nice, but it leaks bonusses.
10-06-2009, 08:53 PM#3
Thunder_Eye
True that I'm focusing more thowards the RPG genre with this system.

I tried your system but couldn't find many similiarities other then some basics. I didn't look through the code and I'm unsure if it was just that the demo was very basic. But there seemed to lack functionalities other then some basic restrictions like level and stats?

Anyway, I attached the code for easy viewing. Note that in the next version (which is almost done), I've merged the "outside functions" into the structs. I'll be releasing a v0.2 shortly.
10-07-2009, 06:09 AM#4
Ignitedstar
Good job, so far. I have a question though: Will users have the opportunity to limit the amount of types of equipment a single unit/hero can carry? In your picture, I see 11 slots for equipment, but for some people (like myself) that's a too much.

I'll be assuming that if I plan to use this, there is no longer a need for BonusMod or Unit-er... I forget what it's called. You know what I mean though, right?
10-07-2009, 01:14 PM#5
Thunder_Eye
By blanking out the icons that you dont want (setting their icon to black), you could hide the slots you don't use. Unfortunately when you hover over those blank icons they'll still display an empty tooltip box. I don't think there is a solution to that problem using this implementation. The effect is currently also global. for all units

I might be able to add support for locking/hiding certain slots for specific units. I'll see if I can find a good solution for it.

I'm unsure of how to design this without cluttering it up with features not all may need. I might have to split the project up into two libraries, one which functions more as a template, and one library focusing on making a pure RPG-equipment interface.

Yes, BonusMod and UnitMaxState are just optional libraries used in the demo map to demonstrate what the system can do. You can script whatever effect you want in the equip/unequip functions.

I'm uploading the next version, v0.2.