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Dialog Test III V.1.2

03-01-2003, 07:53 PM#1
weaaddar
No its not dialog Test IV. Thats probably not coming out for a very long time.
But III V1.2 has basically been known fixes by me for a very long time. I think it should finally be released.
What is dialog Test series of maps?
The dialog test series of maps are basically my attempt to extend the native RPG elements of warcraft III. Version I was made by MrBlue123 which basically proved that dialogs could be done. I did Version I.5 which did it multiplayer with 12 different triggers.
DTII added Dialog Manual Stat Attribution with way too many triggers.
DTIII added the bag system and became obscenely LEEN code.
What happen to DT IV
Four was basically getting near completion when I got a virus. The virus forced me to format my computer. WHen I realized the last backup I had was the same one floating around on the internet I said I'd rather stab my eyes out then write all that code again!!
What would of have been in IV?
The Item Equip menu. It was quite a nice little peice of code it supported 5 native armors and 5 native weapons and would of allowed you to make weapons that deal up to 45 damage (69 if you used the orbs), and armors that added 15 AC points. (VERY NICE).
Whats new in III V1.2?


Quote:
Dialog Test III v1.2
Major Bug Fixes:
----------------
-Fixes the Can store bag inside the bag bug.
-Fixes the item disapear when you have a full inventory and are restoring items
Misc Quirks added:
------------------
Added a Cancel button on the bag menu, incase you clicked it accidently.
Will there be any more entries in the Dialog Test Series III ?
Maybe...
Quote:
What do I want to add?
----------------------
If possible I'd like to add the name of the item in the bag at the time. This will not support custom item and custom names for items you would have to update the list manually to add these changes.
Why is this such a problem?
---------------------------
Blizzard has no natively created Item2string function. GU devoloped one but it suffers from the fact that it uses too many elseifs so I'd have to fix it to work with worldedit.

Why aren't you the trigger master anymore?
It was fun being the trigger master of Wc3campaigns, I'll admit it. I gained alot of friends this way, like blue and Dataangel, and I started several friendly rivalries, most notably with Unlucky_footman.
For several months after the format of my computer, I did no Warcraft III programming. In fact I didn't even do anything war3 related. It seemed dumb that I would get about 15 pms from random strangers asking for Trigger help when I haven't even touch triggering in a LONG LONG time. I was still very effective in answering many of the question because most of the errors were errors of improper structuring and not fallowing the stupid blizzard set format.
Then there was another thing, I had an epiphany. At the rate I was going I was being an elitist bastard who just sounded like a stupid script kiddy using LOL and emoticons up the ***. I went over my replies, I saw that I was generally mean, offering advice with a grain of insult. I also got many people to get angry with me like CyberDemon. So I dropped the saying.
Am I the best? Probably not. Can I name somebody better? No, but then again I've been out of the warcraft III scene.
Alright so manybe you didn't have to read this whole thing.
03-01-2003, 07:55 PM#2
weaaddar
wierd the attachment didn't work let me try adding it here
03-02-2003, 02:18 AM#3
Darky28
Hi weaaddar

I downloaded your item bag map. I've seen you fixed the store bag in bag bug. It still doesnt work well. There are a lot of problems you havent adressed:

- If you have the bag in slot 6 for example and you store item 5 in the bag and slot 1 is empty. The bag jumps to slot 1. Thats kinda annoying

- if I move the bag to slot 2 it doesnt show "store item in slot 1"... and it shouldnt show "store item in slot 2"... thats a bug

- Why do you show the slot numbers of empty slots? If i have nothing in slot 2, I dont wanna see a "store item in slot 2"

- What if I wanna have your "bag" and all the other standard items? Right now you killed the stone golem summoning. Its easy to make the bag co-exist with the stone token. (remove golem if you use bag, dont remove golem if you use stone token item)

- About the item to string function. I already did one some time ago. If you're interrested you can have it. And the function has only 1 "If" ;-)

Greets Darky26
03-02-2003, 03:54 AM#4
weaaddar
Darky remember the logic to this map is very old and aged, this map is pre-1.03 so 5 buttons was the max. This thing came out in september (Actual work on the code ended around 15 of August) I looked today cleaning out my harddrive of a little text file showing some of the bug fixs next to this so I said what the hell let me release them.
So Now I'll review your observations
Quote:
- If you have the bag in slot 6 for example and you store item 5 in the bag and slot 1 is empty. The bag jumps to slot 1. Thats kinda annoying
The bag always wants to be in slot 1, becuase I just use the standard create item trigger. I've NEVER EVER EVER had any luck with the fixed slot trigger but I could take another shot it, but then I would have the map uselessly remember what slot it currently is in but thats another 4 spaces in the integer array.
Quote:
- if I move the bag to slot 2 it doesnt show "store item in slot 1"... and it shouldnt show "store item in slot 2"... thats a bug
Dynamically building the list is a continuation of the last ideas suggestion. Its feasible once I add remembering which slot the bag was in.
Quote:
- Why do you show the slot numbers of empty slots? If i have nothing in slot 2, I dont wanna see a "store item in slot 2"
Once I have an item2string function I'll take a strong look menu2 function and add a 3rd state (Currently its Store/Restore).
Quote:
What if I wanna have your "bag" and all the other standard items? Right now you killed the stone golem summoning. Its easy to make the bag co-exist with the stone token. (remove golem if you use bag, dont remove golem if you use stone token item)
Careless programming on my part I'm sorry I can make sure that you can use all items next time around.
Quote:
- About the item to string function. I already did one some time ago. If you're interrested you can have it. And the function has only 1 "If" ;-)
Gladly accepted!
03-02-2003, 09:12 AM#5
Darky28
Quote:
Originally posted by weaaddar
Darky remember the logic to this map is very old and aged, this map is pre-1.03 so 5 buttons was the max. This thing came out in september (Actual work on the code ended around 15 of August) I looked today cleaning out my harddrive of a little text file showing some of the bug fixs next to this so I said what the hell let me release them.
So Now I'll review your observations
[/b]

Ohh sorry didnt see the code was that old. pre 1.03 was really a pain and yes 5 buttons were maximum. So I fully understand why its limited to 5 items

Quote:
Originally posted by weaaddar
The bag always wants to be in slot 1, becuase I just use the standard create item trigger. I've NEVER EVER EVER had any luck with the fixed slot trigger but I could take another shot it, but then I would have the map uselessly remember what slot it currently is in but thats another 4 spaces in the integer array.
[/b]
Ok so everytime you used the Bag item you create a new one for the hero. Thats why it jumps to slot 1. A Position remembering function can be very easy done. Do this: first make a loop 1-6 which checks for the bag item. After you have the location of the bag make this: Remove it instantly and create another loop 1-6. In this loop you create a bag in every slot and right after that make a nested loop which checks if the item is still on the hero. If not remove the item instantly. After that loop you have all Spaces filled with Bags. Now make a loop 1-6 which checks every slot. If it has a bag in it and it isn't at the original slot position remove it.
Now you have a new bag at the location it was before.
Best do this right after you called the bag routine. Otherwise you see the bag vanish when the dialog appears.

Quote:
Originally posted by weaaddar
Dynamically building the list is a continuation of the last ideas suggestion. Its feasible once I add remembering which slot the bag was in.[/b]

Id suggest you do the following: With the above position of the bag routine you already know where the bag resides. The only thing to do is make a loop 1-6 and skip the pag pos. If the itemslot contains != null you'll have an item.

Quote:
Originally posted by weaaddar
Once I have an item2string function I'll take a strong look menu2 function and add a 3rd state (Currently its Store/Restore).
[/b]

What you mean with the third state? Store/Restore/Use?

Quote:
Originally posted by weaaddar
Careless programming on my part I'm sorry I can make sure that you can use all items next time around.
[/b]

It isnt really a bad thing and i'm sure it will seldom bother someone. I know very few people who needs all the items in their maps but they exist. If you add 1 global unit variable you can do this:
Add a "a unit owned by player 1-12 is summoned" trigger with the condition "Summoned unit = Stone token" now add just 1 action: globalunitvariable = summoned unit.
In your "hero used item" trigger just remove this unit. Now normal stone tokend will normally spawn and the bag will remove its golem. Remember: the summoning trigger releases before the item used trigger.

Quote:
Originally posted by weaaddar Gladly accepted!

I created once a little function which uses 2 global arrays created at lauchtime. The first array contains the itemtypes and the second contains the itemnames. For custom items just add em to the array. The function then makes a loop which searches for the item type you provided and returns its name.

After thinking about all this stuff I tried to create such a new backpack demo on my own. So I created one completly new from scratch. Included is the Item2String function which you can have.
Feel free to use parts of my backpack functions or include the whole trigger in you're map.

I really like the backpack idea. Its a great feature for RPG/Campaign maps. And it inspired me to create a "Spellbook" where you can choose spells out of the book via dialogs and cast it somewhere.

Greetings Darky26

heres the attacked map:
03-02-2003, 04:48 PM#6
weaaddar
Darky I saw your map. Pretty nice, its quite a step up from the overly simple triggers I used. My map was built for easy integration yours seem to require a buttload of variables. You use a hidden unit to store it to I think. I'm gonna upgrade my maps triggers to be on par with yours, with less variables. I'll probably borrow your itemid2string function, this should be quite a challenge as I haven't touch coding jass in a very long time heh.