| 02-13-2006, 04:36 AM | #2 |
I stopped reading after the first half. This seems to be way too complicated triggering for such a simple thing. |
| 02-13-2006, 10:40 AM | #3 |
It's complicated because it covers all eventualities. Obviously you missed that bit. |
| 02-13-2006, 07:31 PM | #4 |
Well, I don't see any point in making two separate items, except that you can pick up those power ups even with a full inventory. But you still can't pick up those "actual" items, making the system seem a bit odd to those playing the map without any clue about the triggers and the system. |
| 02-14-2006, 10:24 AM | #5 |
Covers all eventualities. The chances of a stack hitting the ground should be very low, but it is still necessary to take account of the possibility. Nine times out of ten, the player will be acquiring the runic version and will suspect nothing. |
| 02-14-2006, 11:28 AM | #6 | |
Quote:
mmm You can do this in a multiplayer environment without jass. Just make Item_TempPotionCount and Item_TempChargeCount arrays with a size of 12. Then : Code:
Item_TempChargeCount[(Player Number of (Owner of Unit(Hero Manipulating Item)))] Item_TempChargeCount[(Player Number of (Owner of Unit(Buying Unit)))] This won't acount for when a player has more than one hero, but the odds of a single player manipulating items with two different heros at the same time are pretty slim. Just thought I'd add that in. If you find a flaw in my thought please tell me as I'd rather be wrong and correct my mistakes than live in ignorance. ![]() Also... how did you do the trigger tags? |
| 02-14-2006, 12:19 PM | #7 |
Hmm, good point on the variables. Trigger tags are just [*trigger] and [*/trigger] (without *s). They don't seem to be anywhere on the interface, though. Just wrap those around any text. |
| 02-24-2006, 06:27 PM | #8 |
Hmm, once i created a simular inventory system but with unlimited item combine system and 3 pages of inventory = 15 inventory slots. Everything with gui and all u needed to do to import it was to created the equeled named variabels. Maybe ill import it one day |
| 03-02-2006, 05:58 PM | #9 |
I had empty inventory, tried to pick a runic potion, and got the message- "Hero has full health." |
| 03-02-2006, 06:19 PM | #10 |
The "runic" items are supposed to have no ability. You must have forgotten to remove the healing ability. |
| 04-28-2006, 08:25 PM | #11 |
You mean that I need to make one of trigger for each item and each player that acquires this item? Doesn't that seem quite...much? |
| 04-28-2006, 09:00 PM | #12 |
No, not one per player. Just change the event to a generic unit acquires item. |
| 05-02-2006, 02:44 PM | #13 |
He'll also have to add a check if the item is consumable or not (you cant stack non-consumable ones like crown of kings) |
| 05-02-2006, 05:35 PM | #14 |
Only ttem types that have a trigger will stack; so if he makes a stackable Crown of Kings, that's up to him! :P |
| 08-08-2007, 06:56 PM | #15 |
this just makes it more complicated than it needs to be |
