| 07-14-2005, 04:44 PM | #1 |
I have finished my inventory system now :) ( I hope ) It has 6 normal slots + 5 equipment slots. It uses BonusMod so you got to init items. Becouse its only 9 slots its easy to use with savecodes. If you have questions, or found a bug or two, post it here. You can only open it in WEU for now, and doing a jass version. Update: - Added prefix for cache stores, uses only 1 cache. - Added a more optimzied jass version. - I'm sure there something more I forgot |
| 07-14-2005, 04:47 PM | #2 |
I'm not a math major any more, but 6+5 is 11. Anyway 11 slots isn't much you are right, but generally the problem with it is getting around the wacky effects things like bonusmod can do to hero stats. And what's so complicated about DT4a, I wish people would tell me before I rewrite the system for a third time and people shrug it off because of its difficulty of use. |
| 07-14-2005, 06:42 PM | #3 | ||
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If you take a look in my General Settings, its easy to change equipment slots there. Maybe you can do similair. And I didn't need to use your Bag. ( I wont have unused code ). Another thing is in equipment and you click on the equpiment, then you can choose another equipment, thats a bit confusing for first users, and I didn't want that. Quote:
What wacky effects? |
| 07-14-2005, 06:46 PM | #4 |
I'm pretty sure using the advance triggers adds such a huge clump to your map, that DT4as unused code is chump change in comparison. Also its probably a 100% possible to disable the equipment menu and just use pickup item and one-click equip methods. I thought the item list was nifty :( |
| 07-14-2005, 06:53 PM | #5 |
I'll do it in JASS later :P anyway my map is about 50 kB with WEU variables, and yours about 80 kB. I like to see whats equiped but when your click on the equiped item you don't deequip it. That "menu" when you click there is a bit confusing. And I wound like to pick up item in the equip menu. So I just made one myself. And this is easy to use with my item drop system. |
| 07-14-2005, 08:13 PM | #6 |
Hmm, I don't know DT4a doesn't compress well because I'm unconventional and don't like handle vars, I always like using individual accessors because it ensures my code is typesafe. I'm gauranteed you cannot at any point accidentally typecast an int to an item and cause the game to crash. DT4a A4 supported picking up (P or E) items in the equipment menu. |
| 07-14-2005, 11:05 PM | #7 | |
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Out of curiosity, weaaddar, do you know if any map at all exists that is using your systems? I was always wondering... |
| 07-15-2005, 02:27 AM | #8 |
Daken tried to make a map with it, (old old old DT4a) but the thread limit killed his initialization thread and we couldn't figure out why. He lost interest in the map and that was the only map that I know that used it. Many multiplayer crappy RPGs have implemented my bag and/or attributer, though alot use DnD or DnD++ which are terrible and shouldn't be used. |
| 07-18-2005, 10:31 PM | #9 | |
Will check it at home, I don't see what is the big problem about savecodes and weaaddar's system though As in savecodes for inventories were a good idea anyways, since people love to abuse them. Quote:
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| 07-19-2005, 10:20 PM | #10 | |
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Old DT4a debug process was full of crashing the game from typecasting wrong ints to handle type (hehe, whoops apparently I started some arrays X&Y at 0 and others at 1, boy was that fun figuring out) I remembered it being godawful. Absolutely does the game crash if you typecast the wrong int and try to do something to it. You will get a wierd memory message. If the game doesn't crash the thread will crash, and items seem to have so many ways to crash the game its painful. My favorite being ofcourse using UnitRemoveItem on the manipulated item in the Unit Drop Item event. It's so great because it just completely boots you back to the desktop. No message, no hardlock, nothing just back to the desktop in record time. |
| 07-19-2005, 11:03 PM | #11 |
I see, although I don't see the reason to trash handle vars for that since that is possible to happen with the other methods as well. You just need a user that doesn't know what he is doing, everything is possible there. --------- Back on topic. Zoxc, I figured out what the problems of equip systems and savecodes are when you are unable to access a unit's equipment easily as in making a unit equip an item with just one trigger and that stuff. About the system: Good things - I like the interface for some reason, it seems understandable enough - Nifty solution (always using an empty slot) Bad things - Can't open the map to see its code, it seems that my custom editor that was supposed to open any map even weu-umswe stuff is failing so I have to download latest weu now. - Too few slots perhaps? From 6 to 11 it is not a huge improvement, also 5 are equip slots. - 5 equip slots could be too few, I thought my map had very few equip slots and it only had 6. |
| 07-19-2005, 11:35 PM | #12 |
I'm doing it in JASS now, so you can see the code :P And for the slots I don't like long savecodes. And I like to pick up things in the inventory menu. |
| 07-20-2005, 12:27 AM | #13 |
DT4a A4 allows pick up of E and P items in the inventory menu, what's the problem ? (Which if your map is remotely designed to accomadated the system should be 99% of all your items, the only one item type which would be an oddball would be bt, since they coudn't be p/e items. Jass is welcome, I hate not being able to test something because I can't luanch it from worldedit. Vex: Right its completely possible, but I only have a set method that takes an item, instead of an int. The typecasting is done in the function, and I don't reveal the memory location (the strings) everywhere. It's a little safer knowing that I set and get it. Most of the nastier stuff is ussually done in constructors which are pretty hidden in the bottom of their trigger sect. |
| 07-20-2005, 12:29 AM | #14 |
null |
| 07-20-2005, 12:34 AM | #15 |
Different units can't have different equipment slots in DT4a. |
