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Stack Screen Alpha, feedback required

06-25-2005, 02:41 AM#1
weaaddar
Well here is a new nifty little tech demo.
Its a robust item stacking system. It allows you to drag and drop to make stack of items like most boring stacking systems, but it adds the bonus of allowing you to choose how many charges get transfered over to the new stack. Allowing for easy selling of specific amounts of items or whatever.

Its still in alpha,the interface is a little ugly but it gets the job done

So heres a preemptive FAQ:

Q: THIS IS A COOL/STUPID/DESCRIPTIVE TERM SYSTEM BUT I CAN'T GET IT TO WORK IN MY MAP!
A: I don't know. Copy the ability, the items, the variables and make sure the references are correct if it doesn't work put everything in the custom script area except for the the two triggers.

Q: The icons are ugly, why did you use these icon for this?
A: I don't care. YOU CAN CHOSE YOUR OWN ICON

Q: This system doesn't work with any of your previous systems, invX or my esoteric system which uses the drag command?
A: This is probably correct, it could work with a new version of drag and drop which uses the newer base classes found in the map. But no such version exists.

Q: Why don't you keep compatibilty with your old map between demo maps?
A: I keep finding little improvements to my core classes and systemology that make old functions obselete, or require massive rewrites of the other systems.

Q: What the hell does the cancel button do? The description makes no sense.
A: The cancel button moves all charges to the current item (The one you dragged). You can change its description.

Q: When I want to use the stack screen, I lose all my bonus effects while its up, but they are back when its down I cannot play a game where I lose my item given stats for 5 seconds, why does it do this?
A: Don't use it.

Q: Why don't you code test maps that are fun mini games?
A: Because that would require way more time then actually writing the system.

Q: How do I restrict items from being stacked?
A: You need to edit the IsRestrictedItem function.

Q: I don't like this system
A: Don't use it.

So, I need some help, what would you like to see, what bugs do you see etc. If you have any suggestions post them in this thread.
Also thanks to the guy who asked for a stack breaking system, and made me realize that this is actually a pretty good idea that should've been done since 1.13.

http://www.wc3jass.com/files.php?mode=view&id=24
06-26-2005, 08:53 PM#2
weaaddar
no comments?
06-26-2005, 09:06 PM#3
Toast.Theif
I'll try it and edit my post in a few

I like it, works good and it doesnt seem too ugly :8 Only thing is restacking works a bit weird, but thats fine. And moving the item to a differnt slot only works when you have 2 stacks, so I'd suggest when you right click a new spot, it brings up the thing and if you click finish w/o adding any charges, it moves the whole stack.

Other than that my only question is will your systems ever become compatible? This would be good for your rpg thing =/
06-26-2005, 11:44 PM#4
weaaddar
It would require some soft of way of caching any action done for a quick finish button. Thought could be doable.

There was a time when all systems were compatible DT4A A3 had compatibility with the equipment menu, backpack and the attributer. A4 lost the attributer because it caused bugs.

Compatibility is rough to accomplish. Thanks to the required core classes system (RCCS ) I use its very easy for me to start a project like this and finish it in an hour. However, when I sit down I always like to make sure I am making this code as best as possible so the RCCS gets updated or fixed up in a way I think would be beneficial. Unfortuantly, because the old system isn't compatible with the new version of the RCCS its not going to work.

It's mainly an issue of state handling and functions getting an upgraded version.
06-27-2005, 01:49 AM#5
Toast.Theif
so then attributer and this stack system will never be compatible? Those are the 2 that I'd like to use together, as I am already using attributer =/
06-27-2005, 02:50 AM#6
weaaddar
Quote:
Originally Posted by Toast.Theif
so then attributer and this stack system will never be compatible? Those are the 2 that I'd like to use together, as I am already using attributer =/

The attributer is long overdue for a standalone version. I can't think of any improvement to the RCCS to do.

Attributer I can't think of any reason that it should really cause much problems with the stack system, except if you try to open the attributer while at the stack screen, which can be fixed by simply removing the attribute ability.
06-27-2005, 05:12 AM#7
Toast.Theif
ok, I look forward to any updates on any of your systems =P =D