| 01-29-2007, 10:09 AM | #1 |
[NOW 1.24+ Compatible] Here is my TRS II item managment system. in whole yet it looks more like demo then a system (but for me is a pure system) what do this system ? - adds full custom items + extra features - adds extended simple inventory - adds extended FSI (Full Screen Inventory) + merchant (vendor) - maybe looks like other system but writen by my fully from scratch ! (i write this to avoid stupid comments...) in whole the Item Part of system is really flexible ! test it ! ;) // updated // have fixed some odd bugs... // Version 1.06 // Now Multi Player compatible ! but have some issues with mbs... |
| 01-29-2007, 02:20 PM | #2 |
that is fucking awesome, i am working on something similar, but mine will have attachments wich will appear on the unit and it will have a background where the slots are shown on the body itself... [you may wanna help me with that???] but this one is very impressive, you could implement a shine for the inventory slots aswell, so if you click on the pants for example the pants inventory slot glows up aswell... The normal inventory slots arent used anymore, couldnt you make the inventory open and close buttons to abilities so that there is enough place for placing potions in the normal inventory? could make fighting easier! but nice and plain design... |
| 01-29-2007, 03:55 PM | #3 |
Can you save this in game cache, so you can transfer it from map to map? |
| 01-29-2007, 04:47 PM | #4 |
It's a cool system, well done :) This system by Blade.dk has always been one of my favourite inventory systems, though. Nonetheless, keep up the good work ^^ |
| 01-29-2007, 08:20 PM | #5 |
Wow that's AWESOME! Nicely done. Could you possibly make it so that when you have selected an item it highlights it or something? It's much easier to remember that way. EDIT: Hm, now it seems to highlight, before it didn't. |
| 01-29-2007, 09:02 PM | #6 |
could you post some in-game screen shots of the FSI, my reason is in my signature...(no Warcraft III!!!) |
| 01-29-2007, 09:57 PM | #7 |
Screenshots, please. |
| 01-30-2007, 02:34 AM | #8 |
Optimize it maybe? (The filesize is a bit big you know) -Av3n |
| 01-30-2007, 02:07 PM | #9 |
i guess this is for SP RPG, so i guess that filesize doesnt count here... |
| 01-31-2007, 09:51 AM | #10 | ||||||
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and i will use it for an AOS =) (+ many custom items) thanks to all for comments ! PS test the newer version (it must be less laggy) |
| 01-31-2007, 12:05 PM | #11 |
It is possble to have another multiboard, (at least when the inv is currently not opened ..)?? |
| 02-02-2007, 08:58 AM | #12 | |
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Updated new version with 4 active slots + fixed bugs =) + a screenshot ! |
| 02-02-2007, 08:43 PM | #13 |
Cool, will test it when I have time, the screenshot seems to show it's much better than previously. |
| 02-02-2007, 10:41 PM | #14 |
Hopefully the text clears out faster -Av3n |
| 02-04-2007, 04:56 AM | #15 |
Amazing really, but it's all rather hard to get used to and confusing.. You said you were gonna make an aos out of this? Thats pretty crazy cause i think an aos you would stop too much to look at items in the aos then lol. Anyways one suggestion i would make is maybe instead of having it the way it is now; move the big inventory to the left a little and take the equip slots on the left side and move them to the right and have a sort of body shape look with little arrows pointing to the icons. In other words basically a mapped out little person with the items being pointed on the person cause then i think you would see what part is what easier. Very robust example: o /|\ <--Main-Hand /\ <--Pants Advantages of doing it this way: -You don't have to search around for what goes to what(boots to boot slot ex.) cause basically you can tell a whole lot more clearer. -You can also tell what type of item is equiped without highlighting over it basically. Edit: Was it really necessary to import the abillity data slk? i mean what exactly does that do? preload all the abillity data maybe? As for a read me i would say all thats mostly if at all anything.. is pretty much a list of parameters needed for the functions you use to set up items.(which doesn't seem very hard i mean you have most of em listed in the triggers and you can basically test to see what number goes to what.) |
