| 11-10-2003, 10:40 PM | #1 |
Hey guys! I need a little help. I want to do something with items, but am having a little trouble. I want to know how to Display the items in each of a Hero's slots.... What I mean by this, is... I want to have a Text message when you enter a Region, to tell you the Items that you have.... "Welcome, you have these Items: Slot 1: Item Slot 2: Item Slot 3: Item Slot 4: none Slot 5: none slot 6: Item " How do I display the name of the Item? |
| 11-10-2003, 10:46 PM | #2 |
I don't belive so, unless you want to do it the really hard way. By going If/Then/Else and doing if he has it for each inventory spot. |
| 11-10-2003, 10:49 PM | #3 |
Hmmm...Anything it takes. :D Edit: Actually...That's really hard. ://// Might as well, just set it to "Slot one" :P or what ever slot appyls to the circumstances. |
| 11-10-2003, 10:52 PM | #4 |
I know... explain the situation, I might be able to help you think up a different way... why would you need to list items anyway? |
| 11-10-2003, 10:56 PM | #5 |
M'kay..... In my friend and I's map, we have a Alchemist. When you bring certain items to him, as a combo, he will morph them into a combined feature of the items. When you enter the region, I want a Box to come up with all the Selections of your Items, (Every slot), and you select all the items that you want to mix. If they apply to any of the combos, the person will get a choise to do that combo, or keep the Items. When picking the items to be morphed, I want them to have the name, not just "slot 1". Do you get this? I could try to be more thorough? |
| 11-10-2003, 11:01 PM | #6 |
I get it, but I think you should just put slot 1. It's ALOT less work then the alternative. |
| 11-10-2003, 11:07 PM | #7 |
Yeah, I think we're going to do that.... :bgrun: |
| 11-10-2003, 11:11 PM | #8 |
UNLESS of course, someone else on these boards finds another way to do it.... keep checking back, you never know. |
| 11-11-2003, 12:17 AM | #9 |
Why not create an immobile cauldron unit for each player, next to the witch doctor? Give the cauldron a "mix" ability, and whatever items you've given the cauldron can then be checked. E: Unit begins the effect of an ability C: Unit type is Cauldron Ability = Mix (some dummy ability) A: If Item 1 (Cauldron) = eye of newt Then If Item 2 (Cauldron) = wing of bat Then remove 1 and 2, create Hair of Dog for Cauldron Else display text: I need a wing of bat to complete this spell! That'd be a LOT easier on you, I'd wager. |
| 11-11-2003, 12:29 AM | #10 |
What you do is set the amount of life for each item differnt. Then all you need to do is check life of item in slot of hero. To make it easyer you can create an array, make the number in the array equal to the amount of life of each item. Example (ItemNames is a stringarray) Game - Display to (Triggering player), at offset (0.00, 0.00) the text: (Slot 1: + ItemNames[(Integer((Current life of (Item carried by Hero[1] in slot 1))))]) The bast part about items is you cant see their life. |
| 11-11-2003, 01:48 AM | #11 |
But that's just as hard as my method... I think Biflspud is on the right track. |
| 11-11-2003, 01:59 AM | #12 |
Not really, all you need to do is set up the array correctly, and keep it organized. That and you need to set up the items with the correct life, have all theconditions that talk about the items be done using item life, and not make mistakes. You are right that biflspuds way of doing is easyer, but i just gave a way that followed exactly what he wanted to do without changing the way it will work ingame. |
| 11-11-2003, 02:13 AM | #13 |
Call me pragmatic. Didn't even think about the hit points; that's a pretty nifty thing -- I just wanted to KISS. ;) |
