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If you experience any problems related to the system, or just want to leave a comment or suggestion, you may post it here. I'll try to read and respond to every message.
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Please note that any flaming or offending posts will be deleted immediately without any response.
For Russian-speaking users, the official project thread on our forum is also available .
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all times are GMT +04:00Latest posts
posted at 27/04/11 19:09From China one letter
Warcraft version has been updated to 1.24, and this system support version is 1.20, hope updates
posted at 14/11/10 18:56Guest
I guess you jsut need to replace all gamecache and the H2I function to make it work.
posted at 07/04/10 08:14Ga.321
i can't great item
posted at 10/02/10 19:58Guest
how do that not on jass??
я не уверен что написал правильно, поэтому спрошу по-русски =) как сделать такой инвентарь не на jass?
posted at 15/12/09 10:00Guest
please men make an understandable tutorial of fullscreen inventory, and please send a mail, thanx
posted at 13/11/09 21:30Guest
if you were to make a more detail tutorial that would be amazing
posted at 23/10/09 21:58Guest
Any chance for a 1.24 version in the future or is this project dead?
There were made many better implementations of same idea since, see tcx.xgm.ru for example, it's open source now.
If anyone wants to update my implementation to 1.24, feel free to do so and post here a link for others.
posted at 05/05/09 21:01Guest
is there an easy way you can use passive abilities in the 100 slot inventory, as in just a big extention of the normal one? thanks.
posted at 11/04/09 10:44Guest
World already exist in this coords
posted at 22/01/09 21:14tonyvincent
plzz help, i dont know how to import the inventory triggers into my map, because then i have to replace my old ones, what to do??
posted at 11/11/08 00:41Guest
I did everything like in the introduction...but when i click on the "Inventory screen"spell the cam dont zoom to the left side...and so on i cant see any inventory screen :-( , there is a barickade on the left side, so that no unit can pass, but no black blocks like in your example-map, whats my problem, what did i do wrong?
posted at 07/11/08 12:53Phoenix
You made a really great Inventory system!!!
With the readme its really not very hard to paste it in a map.
I only have one small question: How can I set the goldcost in the discription screen off? Because the text of some items is so long that they lying upon each other.
posted at 21/10/08 20:33bill_14
plz do that tutorial so it could be used by pple out there. ill try figure out how it exactly works. however if the tutorial is done then wc3 modes will be waaaay better. btw gj, and keep ip the good work!
posted at 08/10/08 07:30Tyreal.F.E.A.R.
i figured it out
i had to import export the triggs of the map
for w/e reason when i highlighted the category right clicked copy and pasted it didn't copy the game cache
posted at 22/09/08 07:27Tyreal.F.E.A.R.
Ok so i put the inv triggs into my map
i get a bunch of cauche errors is this because i still have yet to make dead space?
and about dead space is it ok if its more than suggested size? plz email me asap thx
posted at 11/09/08 17:34Kajik
Awesome work!!
But I got a problem. When I go to the inventory, everything seems to be grayed out, like when you pause the game. I can move items, use them, everything is working, but I can hardly see it. Any ideas where I am doing mistake?
posted at 05/09/08 04:16Econinja
this inventory is amazing, but i am having troubles with inverting the 6 slot inventory to be separate from the "Diablo-like" inventory, (i.e the ring/accessory/amulet slots tryin to make separate from the 6 slot inventory so i can have rings and such as well have a potion slot when in need)
posted at 05/09/08 04:10Econinja
this inventory is amazing, but i am having troubles with inverting the 6 slot inventory to be separate from the "Diablo-like" inventory, (i.e the ring/accessory/amulet slots tryin to make separate from the 6 slot inventory so i can have rings and such as well have a potion slot when in need)
posted at 30/08/08 21:14Vercas
This system ROCKS and works very good in my map(the last version)!
posted at 16/06/08 10:59-Tyler-
Yeah ive been having some issues. I have followed everything exactly. I have edited the ability rawcode to what it is using ctrl+D. I made sure that nothing is within the left side of the map. I made sure that no spell is interfering with the backpack spell. I made sure i have EVERYTHING. I followed each instruction thouroughly. Back to the main point. I use the backpack spell and the screen appears with everything. Nothing is clickable. also i see the background which is a dirt which i put at the left side of the map.
posted at 14/06/08 09:50Jason X
Is there a tutorial out yet on how to make your own user interface using this mod as a base because I have seen it mentioned in a few places on this site and would like to a user interface similar to this one but with some other controls or if there is a general tutorial on user interface modding with jass for warcraft out there. Please post a link or give a site where I can find one.
posted at 01/03/08 03:01N8-11_GER
hi,
your inventory works great at my map but how i can change the dead zone? i need it at left side and if it possible not for the complete left side maybe only the half left side coz i have a really big map
is it possible?
posted at 26/12/07 19:55Guest
Hi again, I got my GUI up and running by changing the Raw Data codes in the configuration trigger, but now I can't use the first Four slots in the big inventory. As soon as I put a Item in slots 1,2,3 or 4 it gives me a fatal/critical error and exits warcraft 3. Please help I'm trying to make a world of warcraft map.
Jason
posted at 24/12/07 09:21Guest
Hi, I downloaded this mod and followed all the instructions but when I do the ability in my map the camera zooms to some water at the bottom of the map and no GUI appeares but if I press Esc to exit FSGUI the camera goes back to normal so can anyone help me get the GUI to show.
Jason
posted at 02/12/07 08:34Tom_Kazansky
I found my problem is the sounds.
So, there is no way to use sounds in multi-player ?
posted at 01/12/07 10:41????
There is an error when i try to save the game, the triggers disabled by themselves, i only managed to enable 1.
posted at 22/11/07 12:34Tom_Kazansky
i try to make my own fsgui (base on yours) but when i have done and i test it in multi-player, i got a server split, so what am i going to do ?
posted at 07/10/07 16:18Cado
i'm french and scuse me, but i have a problem... i have downloaded the Fullscreen inventory's patch... The patch was ok, but after it did not ok (not fonctionnally)... The trigger action did no exist ! if you can help me, so i will very happy (you can send a e-mail : "www.k-do.dje@hotmail.fr")... thanks (PS: Fullscreen inventory is very good !!)
posted at 05/09/07 16:52Thedragiin
I'm going to try to make a FullScreen Spellbook and trainer system. Though I do have one question; how do you move where the text shows up?
posted at 03/09/07 22:23Thedragiin
Please make a tutorial for this.
posted at 01/05/07 18:40Cecrit
ok, all probs are away, but now a new one...
when i want start only one problem there is:
call inv100_RegisterItem('hslv', 'BI17', "Healing slaves", Heal your hero over a few sec.", 100)
pk i know the " is missing but if i add it and want save or start my WE crashs :(
posted at 01/05/07 17:12Cecrit
I did all of this but when i start, it stucks at "variables" und after compiling it starts the game but the main menu :(
than, when i quit there was a list of problems a LARGE list of porblems :(
Why it dont work?
posted at 30/04/07 13:46Warden
this is WE bug... Try again.
posted at 22/03/07 03:28jonhpath
Euh... well i got a problem, i dd everything in order. make the dead zone, export all imported file in the import manager and then iport them into m map, made the variable, copy past the ability and then copy past the category with te trigers in. but, when i clic "test map" (on MY map) itdont work... the ability got a green icone instead of the one its supose to have and my guy just cast the ability and nothing hapen... anyone can help me? or give me a link where i can download a package with all files to import in case it dint work. (most of files in my map apear with 0ko size)
posted at 19/03/07 14:18Warden
FullScreen Shops !!!
http://xgm.ru/forum/attachment.php?attachmentid=14840
posted at 15/03/07 08:58TomKazansky
This is awsm, plz make a tutorial.
posted at 03/03/07 15:37Unknown guy...
Alright first of all this is awesome! One of the coolest things i've ever seen. Second of all... well im kind of a n00b cause i have NO idea how to make this work. It says "Trigger blablabla has been disabled due to errors" What does this mean? Do i need to download something?
posted at 23/12/06 10:47FlyntFire
Hi. I've done everything you said except one thing. i havent filled in all the information for my custom items. would the inventory screen still come up but i wouldn't be able to interact with the items if i havent added all my custom item data to the custom items list? Because it isnt coming up when i click on the inventory screen ability and the icon for the inventory screen just goes green for a few seconds then the icon goes back to normal and the inventory screen doesnt come up should i fill in all the data first or is something wrong?
Thank You
posted at 19/12/06 04:29MadVlrus
Hey man, this is an AMAZING inventory system, by far the best! :D
just one VERY minor suggestion which (I think) will take a very short time but will improve the system:
It is sometimes quite a bit of fuss to having select every item and then clicking in your inventory/backpack... it would be much easier that when you 'Right-clicked' on an item it will instantly be moved to the first empty place in inventory/backpack (Left click will still function as normally).
I hope you know what I mean ;)
Anyway, keep up the great work and I hope that my suggestion will be implemented as I think it will reduce the frustration lvl and speed up the process. :)
posted at 03/12/06 01:53Seanbot
I get all these compile errors but how do i fix them?:line 495 expected function name
1241 expected name
1243 expected name
1244 expected code statement
1247 expected code statement
1263 expected name
1269 expected endif
1275 expected endif
1277 expected name
1289 expected endif
1292 expected endif
1339 expected a name
1341 expected endif
1388 expected name
1485 name
1489 endif
1555 name
1601 name
1603 code statement
1863 name
1888 function name
What do i do? i cant make any sense of this!!!
posted at 16/11/06 09:21Vulcan-Surge
Ermm... Me again... I found the problem and i fixed so ignore that post...
You might want to give people the answer anyway incase they're having the same problems.
posted at 16/11/06 08:56Vulcan-Surge
Im close, I click the ability 'inventory fullscreen' and the camera moves to the right spot and everything, but I can hardly see anything. All I can make out is the Escape Button. I know everything is there, becuase words are coming up when I hover my mouse over the icons i cant see. What have i done wrong?
posted at 27/09/06 18:30JaBeN_Симферополь
Привет.Мне нужна твоя помощь.Я посмотрел карту inv100... и хочу чтобы ты мне помог сделать подобное, но намного функциональнее.
posted at 19/09/06 19:43_xXMephistoXx_(Wc3Sear.ch)
HELP!!!!!
I saw ur ""spell"" at wc3sear.ch and i looked really cool, I'm making a RPG so that was just what i needed! so, I've followed ur instructions, by the mark, i got the scripts, the doodads, and the right paths, the only problem is that when i press the test map button, i don't enter the map, but i just exits to the main menu in Wc3! when i go to create a map in Local Area network and i create it it just goes back to the create map menu?!
plz, I really need help, cause this inventory is totally awsome!!!!!!
posted at 23/08/06 10:49Linera
shadow, this is Linera from the clan.
Contact me on aim or through the clan channel and I'll help your install this into the map.
@Owner of FFGUI
And where is Fullscreen RPG version?
I've just uploaded his latest stable beta version, get it at:
http://dimon.xgm.ru/fsgui/files/?inv100_EMI_gray.w3x
It works, however, it is BETA, and not documented at all... that's why I haven't posted it to downloads page yet.
posted at 16/08/06 22:18ShadowRunner22
Ive imported everything but for some reason im not seeing the inventory screen, i think it has something to do with my dead zone, im making an rpg. Mayb you can check it out
posted at 07/06/06 07:43Guest
More comment spam >_>
Alright, I built my own function that points to a slot and orders usage of the item on a given unit. I've yet to construct the filter but I'm not confident that I can do so. I've got my belt working properly, finally fixed the fact that it wasn't remember the icons for the belt slots, and I've implemented a "quick slot" system utilizing a spellbook ability.
I guess I've pretty much solved all my problems for now, so, nevermind...
posted at 06/06/06 11:12Shiv
Okay, so I've figured out how to draw a seperate bank of slots complete with border. This is cool. Now how would I set it to filter what kinds of items can be used in it?
More importantly, is there a simple "use item" function I can point at a slot for your inventory? The function is rather unwieldly and I still haven't traced back all of what it does. (I'm a JASS noob)
posted at 05/06/06 01:5313altazaar
hmm...I've imported everything and I've followed the instructions, but it doesn't work!?!?!?!?
I've imported everything and the paths are right.
I've imported the triggerd and the Variables (only one ;-) )
I've imported the spell and the doodas....but it doesn't work, I don't kno why.
But, I've tested it once before in the original map, and its cool. Greak work!
posted at 02/06/06 16:47Shiv
I'd like to set up a few custom fields using this system, for instance a "belt" section and at the very least to retexture the specific inventory slots (to denote function) as represented in your UI. How would I go about doing this?
posted at 18/05/06 21:55Dragon Knight(wc3search)
i couldint do this cool thing on my map so please send me a version of the map witch you can change the maps size on i beg you send me one!! please with sugar on the top.
this should be enough...
posted at 17/05/06 14:22Bort
Is there a way to turn on autopickup/check if autopickup is active? i am writing a stacking trigger to go with this and it ends up crashing the game in certain circumstances if autopickup is not on; whilst i can work my way around that, it would be annoyingly time consuming and rely on the player following the given instructions.
if get_object_iparam(u, "inv100_auto_pickup") == 1 then
// it is enabled
...
and enable it with
call set_object_iparam(u, "inv100_auto_pickup", 1)
where u is the handle to your unit.
posted at 02/05/06 06:03Travis
Hi, i'd just like to say what an awesome system this is, its really helping me
However using the extra UI patch is crashing WE when i try to save (patch 1.20d)
Any updates on this?
Trav
Check the downloads section.
posted at 05/04/06 18:33Seb_Boss_
It actually was inv100_IsEnabled( Player (0) ) with capital 'P'
posted at 25/03/06 13:37NT
Seb_Boss_, you should try to write that if-then-else section in custom script tags, if it won't help, try to convert your trigger into custom code and parse again. What kind of error occures? What does interpreter say?
posted at 23/03/06 15:07Seb_Boss_
Oh btw, I used boolean custom script condition.
Perhaps it should be something else. Real? Integer?
posted at 23/03/06 14:48Seb_Boss_
inv100_IsEnabled(player p)
It doesn't work... I tried (player 0), (player (0)), (player (Player (0))), (player ( Player (0)) ), (player ( Player 0) ),...
But I always get the script error message. I tried ALMOST everything...
The trigger i made was:
Events - Every 0.01 second of game time
Conditions - [NONE]
Actions - If inv100_IsEnabled([one of the things above])
Then Pause all units
Else Unpause all units
And as I said when saving it shows the script error message with the "If inv100_IsEnabled([one of the things above])" selected.
posted at 11/03/06 23:46Sven8136
I don't suppose you could go through and comment the code a little more? I'm having trouble seeing what some of the stuff does. Mainly, I know what one part does, just having trouble fitting it all together to get how the whole system works..
Just a thought.
posted at 06/03/06 11:13Linera
I was wondering...
How big of a number can i use in:
call fs_AddBackgroundEffect("cornerUL", fs_Coords2Id(x, y), true)
where x and y are.
posted at 30/12/05 20:21Nik
This Stuff is amazing
great Work!
greets nik
posted at 13/12/05 18:36Linera
I've noticed its been a few weeks with no changes to the download page. Is the FSGUI RPG almost done?
posted at 22/11/05 08:00Linera
So how can I determine how much to adjust the percentage on a ability thats on said weapon.
--------------------------------------------------------
For example:
Player equips a Sonic Sword of Fury. This sword has a damage of 50-80, speed is 1.5 secs.
--------------------------------------------------------
What is the best number to set the default attack cooldown for said hero and how to determine exactly how much to add or subtract on the ability for the item he equips?
"Brutal Axe"
Damage bonus +100-200
Attack speed bonus -50%
Has the great damage, but attack speed twice reduced, because of it's weight
In this case, the best default attack speed for hero must be the same as his unarmed(Hand 2 Hand) attack speed, and items should reduce this speed according to their weight. So you can increase your damage with the price of decreased attack speed. It would be realistic. But also additional AS bonuses will add items kind of Gloves of Haste.
posted at 21/11/05 07:28Linera
Any ideas on how I can adjust the attack cooldown depending on which weapon the player has equipped?
posted at 17/11/05 11:52Linera
Awsome, I'm gonna use this on a World of Warcraft map.
It will have 2 battlegrounds on it and the players vote on which BG (battlegrounds) they'll play on.
5v5
Don't think it's better to restore cooldowns support, because such compatibility is followed with some undesireable effects(like facing unit east on item pickup, unit orders cancelling), and possible delay, while moving several items(about 0.5-1 sec for every item). So at this moment I don't think it would be better to restruct system this way.
posted at 14/11/05 12:17Linera
So can you give us an EST time for the final version of the FSGUI RPG edition to be ready for download?
Trying to add
- Set Item System(as I want it to be)
- Composite items and Multislot items
- Item cooldowns can be supported by some modifications, but they can add more bugs and lags. Don't know whether it will be supported or not. We are discussing and comparing bugs and features.
- Fixing few little bugs and code adjustments
I think it will take from 3 days to 2 weeks
posted at 01/11/05 09:40Linera
If you can find a way to, please try to make the 20 equip slot more neat looking and maybe see about making it so we can replace the icons used on each slot to something we want.
At this moment there are supported 2 schemas:
1. 16 slots with custom grid placement, kind of rpg configuration
2. 25 slots with standard grid placement and disabled item classification
It's possible to add new custom schema, but this process has some difficulties - describe grid placement coords for every slot, if grid will be custom, then to setup cell offset for every slot which not fits to the standard grid, also to describe slot classes. I don't know whether it's easy or not, but I'm trying to make it fully trackable. Some says that there are too many config parameters, but I don't know how to simplify them.
That also has it's own difficulties - because for every icon must be prescribed a doodad with it's icon. So it rises a question - how many icons can be there - how many doodads must be added? If you have this kind of icons for slots, please send me them via email - I'll try to setup them. Also to replace that icons, you will have to either find it doodad in doodad list and replace texture or replace existing blp icon file in import manager by your icon. But I should have any ideas about their count.
I've supported this feature in new version - now you can register SlotFiller with custom destructable.
posted at 29/10/05 02:09Linera
Ah cool I didn't see that function.
posted at 28/10/05 03:35Linera
Ok let me try to explain.
You can have say 20 pre-defined slots, each with there own slot id #.
When they use Call function set_slot(slot#, type)
what this will do is set pre-defined 'slot X' to allow item 'type' so that only that 'type' of items can be equipped to that slot.
This feature is already supported with function RegisterSlotClass, so it's easy enough to use - call inv100_RegisterSlotClass(int SlotNumber, int ClassID) and ClassID is the same ID as you use in item definition with function RegIC. Also RegisterSlotClass can be called multiple times and every time it will attach to the slot definition new class, so this code
call inv100_RegisterSlotClass(0, 'Qest')
call inv100_RegisterSlotClass(0, 'Acss')
call inv100_RegisterSlotClass(0, 'Wapn')
will allow you to use(put) to the slot with number 0 items with any of that 3 classes.
Also I slot class can be registered with 0 ID - it means that any item can be used in this slot.
posted at 22/10/05 10:23Linera
Well here is my input on this task.
You can have i list of functions in the script that are in the config menu that take the x and y for each equipment slot and type of equipment slot and items listed in the items script item type must match.
For Example: Call function set_slot(slot #, type)
what this will do is is get which slot this will use in the equipment area and the item type.
posted at 19/10/05 12:09Linera
Suggestion:
I would like to see many equipment slots just like World of Warcraft, but give the map maker the ability to turn on/off the equipment type plus their slot in the config script.
Theoretically it's possible, other people also ask how to add more slots. I have been thinking about it just yeasterday. I think I will add some switches between modes
0 Hidden slots - normal inv100 like in version 2.01
6 HS - Like RPG Gray version
12 HS
18 HS
But at this moment I don't know how to add a posibility for mapmakers to choose where to put every slot.
posted at 16/10/05 06:30Linera
Thanks for sending me the RPG FS interface.
I've been looking at it trying to figure out how to add more equipment slots.
How would I go about adding more equipment slots and item types like say add another slot for a Bracer or Ranged only weapon?
2. To add new item class declare it like other classes with function
call inv100_RegisterClassName('Rngd',"|cffffff00Ranged|r")
First parameter is integer id of class, and second parameter is name of class which will be displayed in item description. Note that ClassID's must be unicial. Then add fuction which sets up availible slot classes for matching slot.
call inv100_RegisterSlotClass( 4, 'Rngd')
First parameter is slot number, and second is ClassID. In this version equipment slots which are right in hands have numbers 2 and 4. Note that all equipment slots(Hidden Slots) have numbers between 0 and 5(including) and standard inventory slots have numbers between 6 and 11.
Also you will have to register your Bow with RegIC function. I don't know which item do you have, so I will show you an example:
call inv100_RegIC('I000', 'B000', "Golden Bow", "Adds 10 points to agility.", 3000, 'Rngd')
This is an extended old function of registering items. First parameter is an ItemId. Second parameter is an DoodadID which represents an icon of item(if you add an item with non-standard icon you will have to create a doodad with icon of this item, don't forget about it). Third parameter is ItemName. Forth parameter is an item description. Fifth parameter is an item cost, if thos parameter is 0 then item is considered as unsellable. Last parameter is ClassID.
Note: All this functions can be called anywhere in function "InitTrig_inventory_init_item_settings" in any order.
It would be a great help if you send a report with suggestions, bugs and comments
- NETRAT aka NT
posted at 13/10/05 15:36Toadcop
а по русски можно ? :)
Можно попробовать сделать только одно отдельное место для инвенторя ! (это к мультиплаеру)
попробуйте
call ShowUnit(u,false)
if GetLocalPlayer()==NeededPlayer then
call ShowUnit(u,true)
endif
если будет работать с унитами то и с Дестрактами тоже должно !
Ну а c Trackable надо будет чуть поработать. но если будет всё ОК. то все инвентори можно будет на одном отделёном месте создавать!
На счёт остольных идей (Д2,Диалог) это всё я буду делать под наш проект... А вещи чтоб бонусы давали уже есть! мне просто надо под твой инвентарь сделать.
Спосибо за Внимание !
Sorry for Russian :)
сделать для всех игроков одну область для инвентаря невозможно в принципе, потому что траккаблы, на которых все основано, не позволяют определить игрока, который заставил их сработать.
поэтому для каждого игрока создается своя сетка, со всеми вытекающими...
в следующих версиях мы с Нетратом попробуем уменьшить размер этой области.
by NETRAT aka NT:
если все игроки одновременно войдут в инв, твой способ полетит. Вообще-говоря уменьшение размера региона это не проблема - пару часов посидеть и сделать. Может я когда-нибудь этим займусь, а пока работаю над 12 активными слотами.
Уже уменьшил площадь в 100! раз. Теперь на этапе отладки
posted at 12/10/05 11:41Blackroot
Hmm... Im having some trouble creating a trackable grid, let me get a few things straight:
Trackables can be used when a players control is disabled right?
Trackables are object yes? They are not just points with mass?
What is the correct way to create say a 2x2 trackable grid?
They have neither mass nor any pathing map, they do not collide with other objects - all that they do is tracking mouse hover/click events on their model.
I suppose you won't be able to use them with disabled player contols, as it disables mouse cursor too, as far as I remember..
The trackable grid is formed by a set of nodes, each node is separated from adjacent nodes by exactly 100 game units - that is the size of base model (square.mdx) used for trackables in my system.
posted at 12/10/05 05:16Blackroot
Wanted to make something like this for awhile, im trying to make one for a shop though. Just wondering, how did you make the game know what item model to use, without any if-then-elses?
Great jass, im still confused a bit, looking it over top to bottom a few more times :P.
- NETRAT aka NT
posted at 08/10/05 21:47Linera
Since you are already making a Fullscreen interface with equipment slots. Can you send me a demo map of what you have done so far to coolguyde2002@yahoo.com? I'm trying to make a WoW interface
posted at 07/10/05 19:03NT
I have a good news about EMI modification, so I wan't to tell more for everyone, who is interested in.
What do we have right now:
1. Few minor bugfixes
2. 6 extra active slots
3. 3 extra buttons, which allow easy handling with inventory
5. ICS (Item classification system) - every item has it's own class, and can be used in certain inventory slot - it means that you can wear shield only in shield slot, helmet or mask only on your head etc.
Also script code is more complicated, than in previous version, but intallation process is not harder.
If you have any suggestions, you can write them right here, or send via e-mail to DimonT, or send them directly to my postbox vanilin@bk.ru
posted at 02/10/05 20:43Linera
I'm gonna read over your jass scripts first to try and understand how it works. Then I'm gonna make my own fullscreen system.
posted at 02/10/05 18:50NT
I'm about to finish EMI (means Extended Main Inventory) modification to this wonderful sistem. It's oriented to 12 slots, which can be used like standard slots, but there is no way to display all 12 when inventory is closed, so you should see only 6 of them, but while inventory is opened you can see and manupulate all the 112 slots. Main feature of this modification is the 6 additional inventory slots, which are active - they add bonuses to wearer. Modification is now on the stage of bugfinding, and at this moment a don't know how it would work with new 1.20 patch. But I haven't found any crashes on my 1.17
posted at 01/10/05 22:30TONIC
Man, i appreciate the great work you`ve done, but lots of people requested diablo-like inventory with hero body and body slots - as far as i know, NT.XGM is currently developing this system based on your inventory, so when he`ll finish, i think you should post his system here, it can become popular on different RPG\AOS maps. And please write complete in-depth help file about this system when you got time, so that lots of mapmakers not so familiar with JASS and stuff could use it in their projects, that`ll be very helpful.
posted at 10/09/05 07:27Joey.
Hello, I am Joey. from wc3sear.ch, I've downloaded your brilliant Spell Map about a year ago. However, now I have come with some questions - people have been going hog-wild with your spell map in the wc3sear.ch forums, and people are very excited about it. I feel this is the time more than ever to make use of it. Here are a few bugs;
Bugs: The Items in the backpack don't take account to items that are Not Droppable, this is very, very dissapointing. I use a system with a Cancel and Page menu, this actually made them droppable, very odd.
Bugs: The Items in the backpack also don't take into consideration that the items are 'Dropped upon death,' I'm not quite sure if this was intentional, the logical answer would be yes, but I figured I would point that out.
I'm glad to see a russian Spell Map that's so successful, (Im 80% russian, and lived in Moscow for 8 years.) This was very exciting to see. Now, my use of this system is to virtually create a pickup inventory. I remember over-reading something you've said like;
'The initial plans were to create a bunch of modules for this system, including:'
- Large inventory (this one :))
- Diablo-like inventory (w/ active slots)
- Some kind of a new dialog system
- Shop interface
- Spell Book -- (I've actually already created a working Spell Book (or atleast modded it)
It would be nice to see some sort of button to press that could activate
the ability, this too - not incredible important.) =D
- Mini Games :)
I've bolded a few traits that I'd like to see, someone sent me an image in a thread, (it was about converting your system into it.) I've edited the Image in paint, and edited to what I'd like to see.
[URL=http://clan-outlawz.info][IMG]http://img174.imageshack.us/img174/3449/inventory24kc.jpg[/IMG][/URL]
There is also another thing that I'd like to see/do, it would be to use something like WoW, (which I'd imagine you've heard many, many times..)
If there were to be a way to have a pickup item, maybe bag that is good for 10 slots or what not, if it's in your default 6 slot inventory (I like to call it a belt) then it will add '10' slots to the backpack interface. The problem with this comes if you were to pickup items to fill your inventory, then drop the bag, perhaps you could make the items drop - droppable or not.
Well, this is about all I have to say =P
Good Luck on your project, please email me back, perhaps you could help me with this? If so, maybe submit it as an update - I dont know, I've read somewhere stating that you help people with their own troubles, almost 100% of the times the question has been asked? First. I'd like you to respond to;
- Which of these are possible.
- If you could either make this - or make a tutorial (Im not a JASS guru, or a JASS noob at
that, I've rarely touched the stuff =P )
- If you are planning to update the system anytime soon.
- If you will fix the bugs (or.. I think that's what they are.. =))
I'm sure you are a very, very busy man, so get back to me whenever you have time, I can\'t wait too long you know =P. Thanks for reading all of my jabbering.
- Good Luck -
- TigoBittiesLuva (Joey.) -
posted at 26/08/05 02:02Olavo
Hi! i loved your sys and i'm using on my map, when it is ready, i'll send a link to you, ok. I know it is possible... have you ever wondered in making a equip screen like in wow? you know... the wapon slot.... the chest armor the bracer armor... i think you got the idea.. i know this is a request, not a feed back.. but...
my Wc3sear account is Olavo and my e-mail is in this chat stuff, plz answer. or better. e-mail me plz, or add to MSN.. thx a lot
yours,
Olavo
Similar item abilities don't stack, and any aura abilities show up on unit command panel.
The only known workaround requires tons of additional dummy abilities, and it'll be very hard to make any custom items work properly with it.
posted at 22/08/05 02:58Dienekes
I imported the map and followed all the instructions, I looked it over and it was all good. But when I go to and play the map I click on the Ability and you see the hero do his ability art (raises arms) but then nothing happens... :/ help plz
call setcfg("inv100_ability", I2S('A000'))then replace 'A000' with new ability code of your inventory ability.
(if you already had any custom abilities in your map, it won't be 'A000' anymore)
Or you can start up inventory manually, by using the following trigger action:
Custom Script:
call fs_LoadModule(GetPlayerId(GetOwningPlayer(GetTriggerUnit())), "inv100")in event such as "unit casts an [inventory] ability".
posted at 19/08/05 04:29Cba81 (my war3sear.ch account name)
I really like what you have done you have definatly improved my map only problem is i cant get it in my map. i followed you indept readme and followed all the instructions but somethin is wrong i think it is the imported files cuz when i imported the files they had wc3imported/ or what ever and i cant get it to work. Note: like i said before, i followed all derection i mthought that maye you had to take off the wc3imported not that it shouldnt be there when you imported it. Please help cuz im trying to get this map up and running asap. Thanks
posted at 16/08/05 00:43Endemion
I am making a custom map which is a complete and full 100% faithful recreation of the classic SNES game "Ogre Battle: March of the Black Queen".
I plan to use the same (Brilliant) idea of making a destructable fullscreen trackable interface for menus and help options. I would be very interested if you could construct that instructional help file you were talking about :)
If not, that's fine too. I'm slowly but surely trudging through your massive triggers and sorting them out. (sort of).
I suppose my only question would be how you dynamically generate a destructable which you somehow seem to be able to destroy later. (The shop icon). Maybe I'm approaching this from the wrong angle. Any help would be appreciated.
If you mean destroying objects created by fs_Add[...]Effect[XY] and fs_AddNamedTextTag functions - they are all registered in a special array and are automatically destroyed when you exit. So with these functions you'll never have to worry about cleanup.
If you want to destroy a specific named effect, use fs_AddNamedEffect passing an empty string as a modelfile.
I'm working on detailed explanations on how all these functions work...
posted at 13/08/05 16:42Alex Pauwels
NICE job! i realy like ur 100 inventory item pack!
but i cant use it in my game :( it so hard, i whas wondering if any of you guys could make it on a bigger map size like 200+ size for 10 players plzz it would realy help me out alot for my runescape map. if you can plz send the map to my email> AlexPauwels@Hotmail.com
thnx, and again Nice work!
» Sacred AoS
(you'll need WEU and WEU patch from this site to edit it)
Inventory script is slightly changed there to support class-limited items, but you could still use it as an example.