| 07-04-2005, 01:17 AM | #1 |
This is a new drag and drop item stacking and stack breaking system. It is still in alpha. You pick up an item you want to split stack with and drag it to a new slot, a screen will appear allowing you to determine how many items will be in the new stack. If you would like to transfer charges between stacks, drag the item on to another stack. Well here is version 1.1, the original thread was pretty devoid of life. But here is a new version, this verison is optimized even more. For those who like technobabble: I removed most of the stand alone referential variables that made up the stack screen. Instead I compiled all of them to a vector. This is good because it allowed me to loop through restoration of the items in ShowStackScreen, instead of manually popping on each one. It also allowed me to specify which item was clicked because I could just reference the item position in the IV. For the non-technobabblers: There isn't a huge change between the two version. I moved the configuration functions to a different trigger, so that they are easier to find, and to hopefully disuade you from accidentally tampering with any of the needed functions. And for the guy who doesn't care about map editing at all here is the changelist: -the Add 5 charges item now adds all remaining charges, when there are less than 5. There are screenshots over here: http://www.wc3sear.ch/?p=Spells&ID=1112 |
| 07-04-2005, 05:08 AM | #2 |
Seems to be working good, only suggestion I still have is make it so if you click finish, w/o press anything else it transfers all of the charges to the spot desired. |
| 07-04-2005, 05:14 AM | #3 |
I just added the attributer to a demo build, it seems stable enough and I don't see any problems but its 1 o'clock so I probably shouldn't release it until I can test it tommorow. As far as transferring everything...I can't find a good way to do that. A sort of reasonable way would be to assume you want to transfer everything always, and let you count back charges to the other pile. But there is no subtract icon, and I don't like editing Blps. But I do plan on fixing cancel so that it isn't completely worthless. Cancel will now revert to before anything was done, instead of transfering all charges. Thanks to something I learned when I added Atr, I can just remove the new item if its a temp, and clear and swap the inv. Also, this is slightly buggy :/ I don't clear the INV before swapping. This means absolutely nothing if you aren't trying to write a new system to add. Adding a Hero_clearInv before the swapInv in Stack screens use trigger is all that needs changing. |
