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Old 10-11-2013, 12:28 PM   #1
crozZz
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Join Date: Feb 2012
Posts: 2

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Default Inventory System

What's new?
- My inventory can store at least 8000 items
- Item swap system. Allows you to swap items between slots and pages
- Item stacking for consumables. Fill slot with same item type if its charge hasn't reach the max charge it can contain

Update current: v1.2.6
- Okay now with Item stacking system :p
- I forget all things that I've changed before creating dat stacking system
- Remember one more thing, added double clicks on shortcut icon capability
- I dare to say that this is the last update before moderation. I've changed my mind, I will NOT create more documentation. If you ask me to make complete documentation, it's the same as you ask me to suicide -.- truly

Prev

v1.2.5
- Fixed bug with cooldown
- Optimized triggers
- Use and unuse trigger merged
- Fixed variables initialization triggers

v1.2.4
- 4th update for today, okay I admit it, I was careless in updating this system.
- optimized select event
- optimized sell trigger
- removed floating text leaks at exit trigger. I hope this fix AoS between me and floating texts :D

v1.2.3
- Fixed some bugs in page changing
- Fixed charge decrement
- Fixed error where sell button won't appears
- Fixed incorrect button color changing

v1.2.2
- little change on unuse trigger
- added floating text to help you understand the inventory.
i don't know this will make the floating text errors become "more weird" or not :p

v1.2.1
- Added shared cooldown system
- Added example how to make shortcut item and use them
- Added example how to manipulate items in the inventory
- Changed all the whole index for loop integer to a small value
- Fixed misplaced codes in cooldown trigger
- Fixed some minor bugs
- Deleted some ineffective codes
- Now shortcut icon can be removed. Still I have problem with "item charge remaining is 0 or empty"
- Added clear selection by pressing 'esc'. I forget to notice about this at the map.
- Minigame made. Unfinished yet.
- Fixed error in item dropping

v1.1.1
- Improved UI
- Added swap system
- Fixed minor bug with custom value
- Removed useless codes
- Optimized codes
- You will find this so much more lovely than before :)

v1.0.1
- Added more library
- Added example adding attachment and item effect
- Added sell item capability
- Removed the use of custom value



[+] Pure GUI
[+] Easily configured
[-] Huge amount of triggers and variables

Be Carefull! Take some warming up first :p

v1.2.1
Trigger:
Item Library
Collapse Events
Time - Elapsed game time is 0.00 seconds
Conditions
Collapse Actions
-------- ====put your item here=== --------
Set Item_Type[1] = Temp Sword
Set Item_Type[2] = Temp Shield
Set Item_Type[3] = Temp Ring
Set Item_Type[4] = Temp Red Potion
Set Item_Type[5] = Temp Mail
Set Item_Type[6] = Temp Legs
Set Item_Type[7] = Temp Lance
Set Item_Type[8] = Temp Helmet
Set Item_Type[9] = Temp Gloves
Set Item_Type[10] = Temp Earrings
Set Item_Type[11] = Temp Axe
Set Item_Type[12] = Temp Staff
Set Item_Type[13] = Temp Bow
Set Item_Type[14] = Temp Blue Potion
Set Item_Type[15] = Temp Quest Item
-------- ====put your item icon here=== --------
Set Item_Icon[1] = (Item) Sword
Set Item_Icon[2] = (Item) Shield
Set Item_Icon[3] = (Item) Ring
Set Item_Icon[4] = (Item) Red Potion
Set Item_Icon[5] = (Item) Mail
Set Item_Icon[6] = (Item) Legs
Set Item_Icon[7] = (Item) Lance
Set Item_Icon[8] = (Item) Helmet
Set Item_Icon[9] = (Item) Gloves
Set Item_Icon[10] = (Item) Earrings
Set Item_Icon[11] = (Item) Axe
Set Item_Icon[12] = (Item) Staff
Set Item_Icon[13] = (Item) Bow
Set Item_Icon[14] = (Item) Blue Potion
Set Item_Icon[15] = (Item) Quest Item
-------- ===if the item is consumable and has cooldown put the configuration here, Use the same index with that item above. --------
-------- just give it 0 if you don't want give it cooldown=== --------
Set Item_Cooldown[4] = 3.50
Set Item_Cooldown[14] = 4.00
-------- ===set to true if the cooldown wanted to be shared to the same type=== --------
Set Item_ShareCd[4] = True
Set Item_ShareCd[14] = False
-------- ===put shortcut item for consumable here --------
-------- shortcut item is item that will be displayed at inventory=== --------
Set Inventory_Shortcut_LibType[4] = Temp Red Potion (Shortcut)
Set Inventory_Shortcut_LibType[14] = Temp Blue Potion (Shortcut)
-------- ===put anything you want to say about your item here=== --------
Set Item_Description[1] = (Externalized string(Name: Temp Sword V...))
Set Item_Description[2] = (Externalized string(Name: Temp Shield ...))
Set Item_Description[3] = (Externalized string(Name: Temp Ring Va...))
Set Item_Description[4] = (Externalized string(Name: Temp Red Poti...))
Set Item_Description[5] = (Externalized string(Name: Temp Mail Va...))
Set Item_Description[6] = (Externalized string(Name: Temp Legs Va...))
Set Item_Description[7] = (Externalized string(Name: Temp Lance V...))
Set Item_Description[8] = (Externalized string(Name: Temp Helmet ...))
Set Item_Description[9] = (Externalized string(Name: Temp Gloves ...))
Set Item_Description[10] = (Externalized string(Name: Temp Earrings...))
Set Item_Description[11] = (Externalized string(Name: Temp Axe Val...))
Set Item_Description[12] = (Externalized string(Name: Temp Staff V...))
Set Item_Description[13] = (Externalized string(Name: Temp Bow Val...))
Set Item_Description[14] = (Externalized string(Name: Temp Blue Pot...))
Set Item_Description[15] = (Externalized string(Name: Temp Quest It...))
-------- ===config the animation. take a look at the list below=== --------
-------- ===1. Bow = lumber=== --------
-------- ===2. Gun = work=== --------
-------- ===3. Staff = flesh=== --------
-------- ===4. Double Weapon = gold=== --------
-------- ===5. Two Hands Weapon = channel=== --------
-------- ===6. Left Hand Weapon = alternate=== --------
Set Equip_AnimationTag[1] = alternate
Set Equip_AnimationTag[7] = channel
Set Equip_AnimationTag[11] = alternate
Set Equip_AnimationTag[12] = flesh
Set Equip_AnimationTag[13] = lumber
-------- ===config the attachment for your item here. for equipment only=== --------
Set Equip_Attachment[1] = Attachment (Temp Sword)
Set Equip_Attachment[2] = Attachment (Temp Shield)
Set Equip_Attachment[5] = Attachment (Temp Mail)
Set Equip_Attachment[6] = Attachment (Temp Boots)
Set Equip_Attachment[7] = Attachment (Temp Spear)
Set Equip_Attachment[8] = Attachment (Temp Helmet)
Set Equip_Attachment[11] = Attachment (Temp Axe)
Set Equip_Attachment[12] = Attachment (Temp Staff)
Set Equip_Attachment[13] = Attachment (Temp Bow)
-------- ===config the item effect=== --------
Set Equip_DamageBonus[1] = Temp Sword Damage
Set Equip_DamageBonus[7] = Temp Spear Damage
Set Equip_DamageBonus[11] = Temp Axe Damage
Set Equip_DamageBonus[12] = Temp Staff Damage
Set Equip_DamageBonus[13] = Temp Bow Damage
Set Equip_ArmorBonus[2] = Temp Shield Armor
Set Equip_ArmorBonus[3] = Temp Ring Armor
Set Equip_ArmorBonus[5] = Temp Mail Armor
Set Equip_ArmorBonus[6] = Temp Boots Armor
Set Equip_ArmorBonus[8] = Temp Helmet Armor
Set Equip_ArmorBonus[9] = Temp Gloves Armor
Set Equip_ArmorBonus[10] = Temp Earrings Armor
Set Equip_MovespeedBonus[6] = Temp Boots Movespeed
Set Equip_AttributeBonus[10] = Temp Earrings Attribute
-------- ===config price for your item=== --------
-------- ===if you want the item cant be sold, set the level to 11 and the value below to 0 --------
-------- or just dont config the value=== --------
Set Item_Value[1] = 500
Set Item_Value[2] = 400
Set Item_Value[3] = 450
Set Item_Value[4] = 10
Set Item_Value[5] = 345
Set Item_Value[6] = 1500
Set Item_Value[7] = 1250
Set Item_Value[8] = 800
Set Item_Value[9] = 700
Set Item_Value[10] = 345
Set Item_Value[11] = 567
Set Item_Value[12] = 330
Set Item_Value[13] = 458
Set Item_Value[14] = 5
-------- ===write the biggest index=== --------
Set Item_Total = 15
Trigger:
Item Aquired
Collapse Events
Unit - A unit Acquires an item
Collapse Conditions
(Item level of (Item being manipulated)) Not equal to 10
Collapse Actions
Collapse For each (Integer Inventory_LoopInteger[1]) from 1 to (Inventory_Page_Max x 20), do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_FindSlotBoolean[1] Equal to False
Inventory_Slot_Boolean[Inventory_LoopInteger[1]] Equal to False
Collapse Then - Actions
Set Inventory_FindSlotBoolean[1] = True
Set Inventory_Slot_Boolean[Inventory_LoopInteger[1]] = True
Set Inventory_Slot_Category[Inventory_LoopInteger[1]] = (Item level of (Item being manipulated))
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to Item_Total, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Item-type of (Item being manipulated)) Equal to Item_Type[Inventory_LoopInteger[2]]
Collapse Then - Actions
Set Inventory_Slot_Index[Inventory_LoopInteger[1]] = Inventory_LoopInteger[2]
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Item level of (Item being manipulated)) Equal to 9
Collapse Then - Actions
Set Inventory_Charges[Inventory_LoopInteger[1]] = (Inventory_Charges[Inventory_LoopInteger[1]] + (Charges remaining in (Item being manipulated)))
Else - Actions
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_FindSlotBoolean[1] Equal to False
Collapse Then - Actions
Set Inventory_HeroLoc = (Position of (Triggering unit))
Item - Create (Item-type of (Item being manipulated)) at Inventory_HeroLoc
Custom script: call RemoveLocation(udg_Inventory_HeroLoc)
Else - Actions
Set Inventory_FindSlotBoolean[1] = False
Trigger:
Inventory Variable
Collapse Events
Time - Elapsed game time is 0.00 seconds
Conditions
Collapse Actions
-------- Configurable --------
-------- Max page you can use = 400 --------
Set Inventory_Page_Max = 5
-------- ---------- --------
Set Inventory_Page_Current = 1
Set Inventory_Slot_Point[1] = (Center of Inventory Slot 1 1 <gen>)
Set Inventory_Slot_Point[2] = (Center of Inventory Slot 1 2 <gen>)
Set Inventory_Slot_Point[3] = (Center of Inventory Slot 1 3 <gen>)
Set Inventory_Slot_Point[4] = (Center of Inventory Slot 1 4 <gen>)
Set Inventory_Slot_Point[5] = (Center of Inventory Slot 1 5 <gen>)
Set Inventory_Slot_Point[6] = (Center of Inventory Slot 2 1 <gen>)
Set Inventory_Slot_Point[7] = (Center of Inventory Slot 2 2 <gen>)
Set Inventory_Slot_Point[8] = (Center of Inventory Slot 2 3 <gen>)
Set Inventory_Slot_Point[9] = (Center of Inventory Slot 2 4 <gen>)
Set Inventory_Slot_Point[10] = (Center of Inventory Slot 2 5 <gen>)
Set Inventory_Slot_Point[11] = (Center of Inventory Slot 3 1 <gen>)
Set Inventory_Slot_Point[12] = (Center of Inventory Slot 3 2 <gen>)
Set Inventory_Slot_Point[13] = (Center of Inventory Slot 3 3 <gen>)
Set Inventory_Slot_Point[14] = (Center of Inventory Slot 3 4 <gen>)
Set Inventory_Slot_Point[15] = (Center of Inventory Slot 3 5 <gen>)
Set Inventory_Slot_Point[16] = (Center of Inventory Slot 4 1 <gen>)
Set Inventory_Slot_Point[17] = (Center of Inventory Slot 4 2 <gen>)
Set Inventory_Slot_Point[18] = (Center of Inventory Slot 4 3 <gen>)
Set Inventory_Slot_Point[19] = (Center of Inventory Slot 4 4 <gen>)
Set Inventory_Slot_Point[20] = (Center of Inventory Slot 4 5 <gen>)
Set Inventory_Equipment_Slot[1] = (Center of Inventory Weapon <gen>)
Set Inventory_Equipment_Slot[2] = (Center of Inventory Shield <gen>)
Set Inventory_Equipment_Slot[3] = (Center of Inventory Helmet <gen>)
Set Inventory_Equipment_Slot[4] = (Center of Inventory Mail <gen>)
Set Inventory_Equipment_Slot[5] = (Center of Inventory Gloves <gen>)
Set Inventory_Equipment_Slot[6] = (Center of Inventory Legs <gen>)
Set Inventory_Equipment_Slot[7] = (Center of Inventory Ring <gen>)
Set Inventory_Equipment_Slot[8] = (Center of Inventory Earrings <gen>)
Set Inventory_Action_Point[1] = (Center of Inventory Action Use <gen>)
Set Inventory_Action_Point[2] = (Center of Inventory Action Shortcut <gen>)
Set Inventory_Action_Point[3] = (Center of Inventory Action Drop <gen>)
Set Inventory_Action_Point[4] = (Center of Inventory Action Sell <gen>)
Set Inventory_Action_Point[5] = (Center of Inventory Action Exit <gen>)
Set Inventory_Action_Point[6] = (Center of Inventory Action Prev Page <gen>)
Set Inventory_Action_Point[7] = (Center of Inventory Action Next Page <gen>)
Set Inventory_Description_Point = (Center of Inventory Description <gen>)
Set Inventory_Page_Text_Point = (Center of Inventory Page <gen>)
Set Inventory_Charges_Point[1] = (Center of Charges 1 <gen>)
Set Inventory_Charges_Point[2] = (Center of Charges 2 <gen>)
Set Inventory_Charges_Point[3] = (Center of Charges 3 <gen>)
Set Inventory_Charges_Point[4] = (Center of Charges 4 <gen>)
Set Inventory_Charges_Point[5] = (Center of Charges 5 <gen>)
Set Inventory_Charges_Point[6] = (Center of Charges 6 <gen>)
Set Inventory_Charges_Point[7] = (Center of Charges 7 <gen>)
Set Inventory_Charges_Point[8] = (Center of Charges 8 <gen>)
Set Inventory_Charges_Point[9] = (Center of Charges 9 <gen>)
Set Inventory_Charges_Point[10] = (Center of Charges 10 <gen>)
Set Inventory_Charges_Point[11] = (Center of Charges 11 <gen>)
Set Inventory_Charges_Point[12] = (Center of Charges 12 <gen>)
Set Inventory_Charges_Point[13] = (Center of Charges 13 <gen>)
Set Inventory_Charges_Point[14] = (Center of Charges 14 <gen>)
Set Inventory_Charges_Point[15] = (Center of Charges 15 <gen>)
Set Inventory_Charges_Point[16] = (Center of Charges 16 <gen>)
Set Inventory_Charges_Point[17] = (Center of Charges 17 <gen>)
Set Inventory_Charges_Point[18] = (Center of Charges 18 <gen>)
Set Inventory_Charges_Point[19] = (Center of Charges 19 <gen>)
Set Inventory_Charges_Point[20] = (Center of Charges 20 <gen>)
Set Inventory_Shortcut_Point[1] = (Center of Inventory Shortcut 1 <gen>)
Set Inventory_Shortcut_Point[2] = (Center of Inventory Shortcut 2 <gen>)
Set Inventory_Shortcut_Point[3] = (Center of Inventory Shortcut 3 <gen>)
Set Inventory_Shortcut_Point[4] = (Center of Inventory Shortcut 4 <gen>)
Set Inventory_Shortcut_Point[5] = (Center of Inventory Shortcut 5 <gen>)
Collapse For each (Integer Inventory_LoopInteger[1]) from 5 to 7, do (Actions)
Collapse Loop - Actions
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[Inventory_LoopInteger[1]] facing 270.00 degrees
Set Inventory_Action_Click[Inventory_LoopInteger[1]] = (Last created unit)
Animation - Change Inventory_Action_Click[Inventory_LoopInteger[1]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Trigger:
Inventory Open
Collapse Events
Unit - A unit Uses an item
Collapse Conditions
(Item-type of (Item being manipulated)) Equal to Open Inventory
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_OpenCloseBoolean Equal to False
Collapse Then - Actions
Selection - Clear selection for Player 1 (Red)
Set Inventory_OpenCloseBoolean = True
Trigger - Turn on Inventory Camera <gen>
Trigger - Turn on Inventory Drop <gen>
Trigger - Turn on Inventory Exit <gen>
Trigger - Turn on Inventory Page <gen>
Trigger - Turn on Inventory Select Event <gen>
Trigger - Turn on Inventory Use <gen>
Trigger - Turn on Inventory unUse <gen>
Trigger - Turn on Inventory Shortcuts <gen>
Trigger - Turn on Inventory Sell <gen>
Trigger - Turn on Inventory Swap <gen>
Trigger - Turn on Inventory Clear <gen>
Floating Text - Create floating text that reads ((String(Inventory_Page_Current)) + (/ + (String(Inventory_Page_Max)))) at Inventory_Page_Text_Point with Z offset 0.00, using font size 9.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Inventory_Page_Text = (Last created floating text)
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Set Inventory_IndexInteger = (Inventory_LoopInteger[2] + (-20 + (20 x Inventory_Page_Current)))
Floating Text - Create floating text that reads <Empty String> at Inventory_Charges_Point[Inventory_LoopInteger[2]] with Z offset 0.00, using font size 5.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Inventory_Charges_Text[Inventory_LoopInteger[2]] = (Last created floating text)
Floating Text - Create floating text that reads <Empty String> at Inventory_Slot_Point[Inventory_LoopInteger[2]] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Inventory_Cooldown_Text[Inventory_LoopInteger[2]] = (Last created floating text)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Boolean[Inventory_IndexInteger] Equal to True
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Slot_Point[Inventory_LoopInteger[2]] facing 270.00 degrees
Set Inventory_Slot_Click[Inventory_IndexInteger] = (Last created unit)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_IndexInteger Equal to Inventory_SelectedInteger
Collapse Then - Actions
Animation - Change Inventory_Slot_Click[Inventory_IndexInteger]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 75.00% transparency
Set Inventory_SelectedItem = Inventory_Slot_Click[Inventory_IndexInteger]
Collapse Else - Actions
Animation - Change Inventory_Slot_Click[Inventory_IndexInteger]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Destructible - Create a Item_Icon[Inventory_Slot_Index[Inventory_IndexInteger]] at Inventory_Slot_Point[Inventory_LoopInteger[2]] facing 270.00 with scale 1.00 and variation 0
Set Inventory_Slot_Icon[Inventory_IndexInteger] = (Last created destructible)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_IndexInteger] Equal to 9
Collapse Then - Actions
Floating Text - Change text of Inventory_Charges_Text[Inventory_LoopInteger[2]] to (String(Inventory_Charges[Inventory_IndexInteger])) using font size 6.00
Else - Actions
Else - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 8, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Equipment_Boolean[Inventory_LoopInteger[2]] Equal to True
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Equipment_Slot[Inventory_LoopInteger[2]] facing 270.00 degrees
Set Inventory_Equipment_Click[Inventory_LoopInteger[2]] = (Last created unit)
Animation - Change Inventory_Equipment_Click[Inventory_LoopInteger[2]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Destructible - Create a Item_Icon[Inventory_Equipment_Index[Inventory_LoopInteger[2]]] at Inventory_Equipment_Slot[Inventory_LoopInteger[2]] facing 270.00 with scale 1.00 and variation 0
Set Inventory_Equipment_Icon[Inventory_LoopInteger[2]] = (Last created destructible)
Else - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 5, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Shortcut_Boolean[Inventory_LoopInteger[2]] Equal to True
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Shortcut_Point[Inventory_LoopInteger[2]] facing 270.00 degrees
Set Inventory_Shortcut_Click[Inventory_LoopInteger[2]] = (Last created unit)
Animation - Change Inventory_Shortcut_Click[Inventory_LoopInteger[2]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Destructible - Create a Item_Icon[Inventory_Shortcut_Index[Inventory_LoopInteger[2]]] at Inventory_Shortcut_Point[Inventory_LoopInteger[2]] facing 270.00 with scale 1.00 and variation 0
Set Inventory_Shortcut_Icon[Inventory_LoopInteger[2]] = (Last created destructible)
Else - Actions
Else - Actions
Trigger:
Inventory Select Event
Collapse Events
Player - Player 1 (Red) Selects a unit
Collapse Conditions
(Triggering unit) Not equal to Inventory_Action_Click[1]
(Triggering unit) Not equal to Inventory_Action_Click[2]
(Triggering unit) Not equal to Inventory_Action_Click[3]
(Triggering unit) Not equal to Inventory_Action_Click[4]
(Triggering unit) Not equal to Inventory_Action_Click[5]
(Triggering unit) Not equal to Inventory_Action_Click[6]
(Triggering unit) Not equal to Inventory_Action_Click[7]
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering unit) Not equal to Inventory_SelectedItem
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 4, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Action_Click[Inventory_LoopInteger[2]] from the game
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Swap_Click[Inventory_LoopInteger[2]] from the game
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 8, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering unit) Equal to Inventory_Equipment_Click[Inventory_LoopInteger[2]]
Collapse Then - Actions
Animation - Change Inventory_SelectedItem's vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Set Inventory_SelectedItem = (Triggering unit)
Selection - Clear selection for Player 1 (Red)
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Floating Text - Create floating text that reads Item_Description[Inventory_Equipment_Index[Inventory_LoopInteger[2]]] at Inventory_Description_Point with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Inventory_Description_Text = (Last created floating text)
Animation - Change Inventory_SelectedItem's vertex coloring to (100.00%, 100.00%, 0.00%) with 75.00% transparency
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[1] facing 270.00 degrees
Set Inventory_Action_Click[1] = (Last created unit)
Animation - Change Inventory_Action_Click[1]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Skip remaining actions
Else - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to (Inventory_Page_Max x 20), do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering unit) Equal to Inventory_Slot_Click[Inventory_LoopInteger[2]]
Collapse Then - Actions
Animation - Change Inventory_SelectedItem's vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Set Inventory_SelectedItem = (Triggering unit)
Set Inventory_SelectedInteger = Inventory_LoopInteger[2]
Selection - Clear selection for Player 1 (Red)
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Floating Text - Create floating text that reads Item_Description[Inventory_Slot_Index[Inventory_LoopInteger[2]]] at Inventory_Description_Point with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Inventory_Description_Text = (Last created floating text)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Cooldown[Inventory_LoopInteger[2]] Equal to 0.00
Collapse Then - Actions
Animation - Change Inventory_SelectedItem's vertex coloring to (100.00%, 100.00%, 0.00%) with 75.00% transparency
Collapse Else - Actions
Animation - Change Inventory_SelectedItem's vertex coloring to (0.00%, 0.00%, 0.00%) with 50.00% transparency
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_LoopInteger[2]] Greater than or equal to 1
Inventory_Slot_Category[Inventory_LoopInteger[2]] Less than or equal to 8
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[1] facing 270.00 degrees
Set Inventory_Action_Click[1] = (Last created unit)
Animation - Change Inventory_Action_Click[1]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[3] facing 270.00 degrees
Set Inventory_Action_Click[3] = (Last created unit)
Animation - Change Inventory_Action_Click[3]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Item_Value[Inventory_Slot_Index[Inventory_LoopInteger[2]]] Greater than 0
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[4] facing 270.00 degrees
Set Inventory_Action_Click[4] = (Last created unit)
Animation - Change Inventory_Action_Click[4]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Else - Actions
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_LoopInteger[2]] Equal to 9
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Cooldown[Inventory_LoopInteger[2]] Equal to 0.00
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[3]) from 1 to 2, do (Actions)
Collapse Loop - Actions
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[Inventory_LoopInteger[3]] facing 270.00 degrees
Set Inventory_Action_Click[Inventory_LoopInteger[3]] = (Last created unit)
Animation - Change Inventory_Action_Click[Inventory_LoopInteger[3]]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[3] facing 270.00 degrees
Set Inventory_Action_Click[3] = (Last created unit)
Animation - Change Inventory_Action_Click[3]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Item_Value[Inventory_Slot_Index[Inventory_LoopInteger[2]]] Greater than 0
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[4] facing 270.00 degrees
Set Inventory_Action_Click[4] = (Last created unit)
Animation - Change Inventory_Action_Click[4]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Else - Actions
Else - Actions
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_LoopInteger[2]] Equal to 11
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[3] facing 270.00 degrees
Set Inventory_Action_Click[3] = (Last created unit)
Animation - Change Inventory_Action_Click[3]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Item_Value[Inventory_Slot_Index[Inventory_LoopInteger[2]]] Greater than 0
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[4] facing 270.00 degrees
Set Inventory_Action_Click[4] = (Last created unit)
Animation - Change Inventory_Action_Click[4]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Else - Actions
Else - Actions
Collapse For each (Integer Inventory_LoopInteger[3]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Set Inventory_IndexInteger = (Inventory_LoopInteger[3] + (-20 + (20 x Inventory_Page_Current)))
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Cooldown[Inventory_LoopInteger[2]] Equal to 0.00
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_IndexInteger Not equal to Inventory_LoopInteger[2]
Inventory_Slot_Boolean[Inventory_IndexInteger] Equal to False
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Slot_Point[Inventory_LoopInteger[3]] facing 270.00 degrees
Set Inventory_Swap_Click[Inventory_LoopInteger[3]] = (Last created unit)
Animation - Change Inventory_Swap_Click[Inventory_LoopInteger[3]]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Else - Actions
Else - Actions
Else - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 5, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering unit) Equal to Inventory_Shortcut_Click[Inventory_LoopInteger[2]]
Collapse Then - Actions
Selection - Clear selection for Player 1 (Red)
Animation - Change Inventory_SelectedItem's vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Set Inventory_SelectedItem = (Triggering unit)
Set Inventory_SelectedInteger = Inventory_LoopInteger[2]
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Floating Text - Create floating text that reads Item_Description[Inventory_Shortcut_Index[Inventory_LoopInteger[2]]] at Inventory_Description_Point with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Inventory_Description_Text = (Last created floating text)
Animation - Change Inventory_SelectedItem's vertex coloring to (100.00%, 100.00%, 0.00%) with 75.00% transparency
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Shortcut_Cooldown[Inventory_LoopInteger[2]] Equal to 0.00
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[2] facing 270.00 degrees
Set Inventory_Action_Click[2] = (Last created unit)
Animation - Change Inventory_Action_Click[2]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Else - Actions
Skip remaining actions
Else - Actions
Collapse Else - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 4, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Action_Click[Inventory_LoopInteger[2]] from the game
Selection - Clear selection for Player 1 (Red)
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Swap_Click[Inventory_LoopInteger[2]] from the game
Set Inventory_IndexInteger = (Inventory_LoopInteger[2] + (-20 + (20 x Inventory_Page_Current)))
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Equal to Inventory_Slot_Click[Inventory_IndexInteger]
Inventory_Slot_Category[Inventory_IndexInteger] Not equal to 0
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_IndexInteger] Equal to 9
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Cooldown[Inventory_IndexInteger] Equal to 0.00
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Item_ShareCd[Inventory_Slot_Index[Inventory_IndexInteger]] Equal to True
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[3]) from 1 to (20 x Inventory_Page_Max), do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Index[Inventory_LoopInteger[3]] Equal to Inventory_Slot_Index[Inventory_IndexInteger]
Collapse Then - Actions
Set Inventory_Charges[Inventory_IndexInteger] = (Inventory_Charges[Inventory_IndexInteger] - 1)
Floating Text - Change text of Inventory_Charges_Text[Inventory_LoopInteger[2]] to (String(Inventory_Charges[Inventory_IndexInteger])) using font size 6.00
Set Inventory_Cooldown[Inventory_LoopInteger[3]] = Item_Cooldown[Inventory_Slot_Index[Inventory_LoopInteger[3]]]
Animation - Change Inventory_SelectedItem's vertex coloring to (0.00%, 0.00%, 0.00%) with 50.00% transparency
Else - Actions
Collapse Else - Actions
Set Inventory_Charges[Inventory_IndexInteger] = (Inventory_Charges[Inventory_IndexInteger] - 1)
Floating Text - Change text of Inventory_Charges_Text[Inventory_LoopInteger[2]] to (String(Inventory_Charges[Inventory_IndexInteger])) using font size 6.00
Set Inventory_Cooldown[Inventory_IndexInteger] = Item_Cooldown[Inventory_Slot_Index[Inventory_IndexInteger]]
Animation - Change Inventory_SelectedItem's vertex coloring to (0.00%, 0.00%, 0.00%) with 50.00% transparency
Else - Actions
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_IndexInteger] Less than 9
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Equipment_Boolean[Inventory_Slot_Category[Inventory_IndexInteger]] Equal to False
Collapse Then - Actions
Set Inventory_Slot_Boolean[Inventory_IndexInteger] = False
Unit - Remove Inventory_SelectedItem from the game
Set Inventory_SelectedInteger = 0
Destructible - Remove Inventory_Slot_Icon[Inventory_IndexInteger]
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Set Inventory_Equipment_Boolean[Inventory_Slot_Category[Inventory_IndexInteger]] = True
Destructible - Create a Item_Icon[Inventory_Slot_Index[Inventory_IndexInteger]] at Inventory_Equipment_Slot[Inventory_Slot_Category[Inventory_IndexInteger]] facing 270.00 with scale 1.00 and variation 0
Set Inventory_Equipment_Icon[Inventory_Slot_Category[Inventory_IndexInteger]] = (Last created destructible)
Unit - Create 1 for Neutral Passive at Inventory_Equipment_Slot[Inventory_Slot_Category[Inventory_IndexInteger]] facing 270.00 degrees
Set Inventory_Equipment_Click[Inventory_Slot_Category[Inventory_IndexInteger]] = (Last created unit)
Set Inventory_Equipment_Index[Inventory_Slot_Category[Inventory_IndexInteger]] = Inventory_Slot_Index[Inventory_IndexInteger]
Animation - Change Inventory_Equipment_Click[Inventory_Slot_Category[Inventory_IndexInteger]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Unit - Add Equip_ArmorBonus[Inventory_Slot_Index[Inventory_IndexInteger]] to MainUnit
Unit - Add Equip_AttackspeedBonus[Inventory_Slot_Index[Inventory_IndexInteger]] to MainUnit
Unit - Add Equip_AttributeBonus[Inventory_Slot_Index[Inventory_IndexInteger]] to MainUnit
Unit - Add Equip_DamageBonus[Inventory_Slot_Index[Inventory_IndexInteger]] to MainUnit
Unit - Add Equip_MovespeedBonus[Inventory_Slot_Index[Inventory_IndexInteger]] to MainUnit
Animation - Add the Equip_AnimationTag[Inventory_Slot_Index[Inventory_IndexInteger]] animation tag to MainUnit
Unit - Add Equip_Attachment[Inventory_Slot_Index[Inventory_IndexInteger]] to MainUnit
Set Inventory_Slot_Category[Inventory_IndexInteger] = 0
Set Inventory_Slot_Index[Inventory_IndexInteger] = 0
Else - Actions
Else - Actions
Else - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 8, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Equal to Inventory_Equipment_Click[Inventory_LoopInteger[2]]
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[3]) from 1 to (20 x Inventory_Page_Max), do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_FindSlotBoolean[2] Equal to False
Inventory_Slot_Boolean[Inventory_LoopInteger[3]] Equal to False
Collapse Then - Actions
Set Inventory_FindSlotBoolean[2] = True
Set Inventory_Slot_Boolean[Inventory_LoopInteger[3]] = True
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_LoopInteger[3] Greater than or equal to (1 + (-20 + (20 x Inventory_Page_Current)))
Inventory_LoopInteger[3] Less than or equal to (20 + (-20 + (20 x Inventory_Page_Current)))
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Inventory_LoopInteger[3] mod 20) Equal to 0
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Slot_Point[20] facing 270.00 degrees
Collapse Else - Actions
Unit - Create 1 for Neutral Passive at Inventory_Slot_Point[(Inventory_LoopInteger[3] mod 20)] facing 270.00 degrees
Set Inventory_Slot_Click[Inventory_LoopInteger[3]] = (Last created unit)
Animation - Change Inventory_Slot_Click[Inventory_LoopInteger[3]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Inventory_LoopInteger[3] mod 20) Equal to 0
Collapse Then - Actions
Destructible - Create a Item_Icon[Inventory_Equipment_Index[Inventory_LoopInteger[2]]] at Inventory_Slot_Point[20] facing 270.00 with scale 1.00 and variation 0
Collapse Else - Actions
Destructible - Create a Item_Icon[Inventory_Equipment_Index[Inventory_LoopInteger[2]]] at Inventory_Slot_Point[(Inventory_LoopInteger[3] mod 20)] facing 270.00 with scale 1.00 and variation 0
Set Inventory_Slot_Icon[Inventory_LoopInteger[3]] = (Last created destructible)
Else - Actions
Set Inventory_Slot_Index[Inventory_LoopInteger[3]] = Inventory_Equipment_Index[Inventory_LoopInteger[2]]
Unit - Remove Inventory_SelectedItem from the game
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Set Inventory_Slot_Category[Inventory_LoopInteger[3]] = Inventory_LoopInteger[2]
Set Inventory_Equipment_Boolean[Inventory_LoopInteger[2]] = False
Destructible - Remove Inventory_Equipment_Icon[Inventory_LoopInteger[2]]
Unit - Remove Inventory_SelectedItem from the game
Set Inventory_Equipment_Index[Inventory_LoopInteger[2]] = 0
Unit - Remove Equip_ArmorBonus[Inventory_Slot_Index[Inventory_LoopInteger[3]]] from MainUnit
Unit - Remove Equip_AttackspeedBonus[Inventory_Slot_Index[Inventory_LoopInteger[3]]] from MainUnit
Unit - Remove Equip_AttributeBonus[Inventory_Slot_Index[Inventory_LoopInteger[3]]] from MainUnit
Unit - Remove Equip_DamageBonus[Inventory_Slot_Index[Inventory_LoopInteger[3]]] from MainUnit
Unit - Remove Equip_MovespeedBonus[Inventory_Slot_Index[Inventory_LoopInteger[3]]] from MainUnit
Unit - Remove Equip_Attachment[Inventory_Slot_Index[Inventory_LoopInteger[3]]] from MainUnit
Animation - Remove the Equip_AnimationTag[Inventory_Slot_Index[Inventory_LoopInteger[3]]] animation tag to MainUnit
Else - Actions
Set Inventory_FindSlotBoolean[2] = False
Else - Actions
Trigger:
Inventory Drop
Collapse Events
Player - Player 1 (Red) Selects a unit
Collapse Conditions
(Triggering unit) Equal to Inventory_Action_Click[3]
Collapse Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 4, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Action_Click[Inventory_LoopInteger[2]] from the game
Selection - Clear selection for Player 1 (Red)
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Swap_Click[Inventory_LoopInteger[2]] from the game
Set Inventory_IndexInteger = (Inventory_LoopInteger[2] + (-20 + (20 x Inventory_Page_Current)))
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Equal to Inventory_Slot_Click[Inventory_IndexInteger]
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_IndexInteger] Equal to 9
Inventory_Cooldown[Inventory_IndexInteger] Greater than 0.00
Collapse Then - Actions
Skip remaining actions
Else - Actions
Floating Text - Change text of Inventory_Charges_Text[Inventory_LoopInteger[2]] to <Empty String> using font size 7.00
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Set Inventory_HeroLoc = (Position of MainUnit)
Item - Create Item_Type[Inventory_Slot_Index[Inventory_IndexInteger]] at Inventory_HeroLoc
Item - Set charges remaining in (Last created item) to Inventory_Charges[Inventory_IndexInteger]
Custom script: call RemoveLocation(udg_Inventory_HeroLoc)
Set Inventory_Charges[Inventory_IndexInteger] = 0
Unit - Remove Inventory_SelectedItem from the game
Set Inventory_SelectedInteger = 0
Destructible - Remove Inventory_Slot_Icon[Inventory_IndexInteger]
Set Inventory_Slot_Category[Inventory_IndexInteger] = 0
Set Inventory_Slot_Index[Inventory_IndexInteger] = 0
Set Inventory_Slot_Boolean[Inventory_IndexInteger] = False
Set Inventory_Charges[Inventory_IndexInteger] = 0
Set Inventory_Cooldown[Inventory_IndexInteger] = 0.00
Else - Actions
Trigger:
Inventory Use
Collapse Events
Player - Player 1 (Red) Selects a unit
Collapse Conditions
(Triggering unit) Equal to Inventory_Action_Click[1]
Collapse Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 4, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Action_Click[Inventory_LoopInteger[2]] from the game
Selection - Clear selection for Player 1 (Red)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Not equal to No unit
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Swap_Click[Inventory_LoopInteger[2]] from the game
Set Inventory_IndexInteger = (Inventory_LoopInteger[2] + (-20 + (20 x Inventory_Page_Current)))
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Equal to Inventory_Slot_Click[Inventory_IndexInteger]
Inventory_Slot_Category[Inventory_IndexInteger] Not equal to 0
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_IndexInteger] Equal to 9
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Cooldown[Inventory_IndexInteger] Equal to 0.00
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Item_ShareCd[Inventory_Slot_Index[Inventory_IndexInteger]] Equal to True
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[3]) from 1 to (20 x Inventory_Page_Max), do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Index[Inventory_LoopInteger[3]] Equal to Inventory_Slot_Index[Inventory_IndexInteger]
Collapse Then - Actions
Set Inventory_Charges[Inventory_IndexInteger] = (Inventory_Charges[Inventory_IndexInteger] - 1)
Floating Text - Change text of Inventory_Charges_Text[Inventory_LoopInteger[2]] to (String(Inventory_Charges[Inventory_IndexInteger])) using font size 6.00
Set Inventory_Cooldown[Inventory_LoopInteger[3]] = Item_Cooldown[Inventory_Slot_Index[Inventory_LoopInteger[3]]]
Animation - Change Inventory_SelectedItem's vertex coloring to (0.00%, 0.00%, 0.00%) with 50.00% transparency
Else - Actions
Collapse Else - Actions
Set Inventory_Charges[Inventory_IndexInteger] = (Inventory_Charges[Inventory_IndexInteger] - 1)
Floating Text - Change text of Inventory_Charges_Text[Inventory_LoopInteger[2]] to (String(Inventory_Charges[Inventory_IndexInteger])) using font size 6.00
Set Inventory_Cooldown[Inventory_IndexInteger] = Item_Cooldown[Inventory_Slot_Index[Inventory_IndexInteger]]
Animation - Change Inventory_SelectedItem's vertex coloring to (0.00%, 0.00%, 0.00%) with 50.00% transparency
Else - Actions
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_IndexInteger] Less than 9
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Equipment_Boolean[Inventory_Slot_Category[Inventory_IndexInteger]] Equal to False
Collapse Then - Actions
Set Inventory_Slot_Boolean[Inventory_IndexInteger] = False
Unit - Remove Inventory_SelectedItem from the game
Set Inventory_SelectedInteger = 0
Destructible - Remove Inventory_Slot_Icon[Inventory_IndexInteger]
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Set Inventory_Equipment_Boolean[Inventory_Slot_Category[Inventory_IndexInteger]] = True
Destructible - Create a Item_Icon[Inventory_Slot_Index[Inventory_IndexInteger]] at Inventory_Equipment_Slot[Inventory_Slot_Category[Inventory_IndexInteger]] facing 270.00 with scale 1.00 and variation 0
Set Inventory_Equipment_Icon[Inventory_Slot_Category[Inventory_IndexInteger]] = (Last created destructible)
Unit - Create 1 for Neutral Passive at Inventory_Equipment_Slot[Inventory_Slot_Category[Inventory_IndexInteger]] facing 270.00 degrees
Set Inventory_Equipment_Click[Inventory_Slot_Category[Inventory_IndexInteger]] = (Last created unit)
Set Inventory_Equipment_Index[Inventory_Slot_Category[Inventory_IndexInteger]] = Inventory_Slot_Index[Inventory_IndexInteger]
Animation - Change Inventory_Equipment_Click[Inventory_Slot_Category[Inventory_IndexInteger]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Unit - Add Equip_ArmorBonus[Inventory_Slot_Index[Inventory_IndexInteger]] to MainUnit
Unit - Add Equip_AttackspeedBonus[Inventory_Slot_Index[Inventory_IndexInteger]] to MainUnit
Unit - Add Equip_AttributeBonus[Inventory_Slot_Index[Inventory_IndexInteger]] to MainUnit
Unit - Add Equip_DamageBonus[Inventory_Slot_Index[Inventory_IndexInteger]] to MainUnit
Unit - Add Equip_MovespeedBonus[Inventory_Slot_Index[Inventory_IndexInteger]] to MainUnit
Unit - Add Equip_Attachment[Inventory_Slot_Index[Inventory_IndexInteger]] to MainUnit
Animation - Add the Equip_AnimationTag[Inventory_Slot_Index[Inventory_IndexInteger]] animation tag to MainUnit
Set Inventory_Slot_Category[Inventory_IndexInteger] = 0
Set Inventory_Slot_Index[Inventory_IndexInteger] = 0
Else - Actions
Else - Actions
Else - Actions
Else - Actions
Trigger:
Inventory unUse
Collapse Events
Player - Player 1 (Red) Selects a unit
Collapse Conditions
(Triggering unit) Equal to Inventory_Action_Click[1]
Inventory_SelectedItem Not equal to No unit
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Not equal to No unit
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 8, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Equal to Inventory_Equipment_Click[Inventory_LoopInteger[2]]
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[3]) from 1 to (20 x Inventory_Page_Max), do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_FindSlotBoolean[2] Equal to False
Inventory_Slot_Boolean[Inventory_LoopInteger[3]] Equal to False
Collapse Then - Actions
Set Inventory_FindSlotBoolean[2] = True
Set Inventory_Slot_Boolean[Inventory_LoopInteger[3]] = True
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_LoopInteger[3] Greater than or equal to (1 + (-20 + (20 x Inventory_Page_Current)))
Inventory_LoopInteger[3] Less than or equal to (20 + (-20 + (20 x Inventory_Page_Current)))
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Inventory_LoopInteger[3] mod 20) Equal to 0
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Slot_Point[20] facing 270.00 degrees
Set Inventory_Slot_Click[Inventory_LoopInteger[3]] = (Last created unit)
Destructible - Create a Item_Icon[Inventory_Equipment_Index[Inventory_LoopInteger[2]]] at Inventory_Slot_Point[20] facing 270.00 with scale 1.00 and variation 0
Set Inventory_Slot_Icon[Inventory_LoopInteger[3]] = (Last created destructible)
Collapse Else - Actions
Unit - Create 1 for Neutral Passive at Inventory_Slot_Point[(Inventory_LoopInteger[3] mod 20)] facing 270.00 degrees
Set Inventory_Slot_Click[Inventory_LoopInteger[3]] = (Last created unit)
Destructible - Create a Item_Icon[Inventory_Equipment_Index[Inventory_LoopInteger[2]]] at Inventory_Slot_Point[(Inventory_LoopInteger[3] mod 20)] facing 270.00 with scale 1.00 and variation 0
Set Inventory_Slot_Icon[Inventory_LoopInteger[3]] = (Last created destructible)
Animation - Change Inventory_Slot_Click[Inventory_LoopInteger[3]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Else - Actions
Set Inventory_Slot_Index[Inventory_LoopInteger[3]] = Inventory_Equipment_Index[Inventory_LoopInteger[2]]
Unit - Remove Inventory_SelectedItem from the game
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Set Inventory_Slot_Category[Inventory_LoopInteger[3]] = Inventory_LoopInteger[2]
Set Inventory_Equipment_Boolean[Inventory_LoopInteger[2]] = False
Destructible - Remove Inventory_Equipment_Icon[Inventory_LoopInteger[2]]
Unit - Remove Inventory_SelectedItem from the game
Set Inventory_Equipment_Index[Inventory_LoopInteger[2]] = 0
Unit - Remove Equip_ArmorBonus[Inventory_Slot_Index[Inventory_LoopInteger[3]]] from MainUnit
Unit - Remove Equip_AttackspeedBonus[Inventory_Slot_Index[Inventory_LoopInteger[3]]] from MainUnit
Unit - Remove Equip_AttributeBonus[Inventory_Slot_Index[Inventory_LoopInteger[3]]] from MainUnit
Unit - Remove Equip_DamageBonus[Inventory_Slot_Index[Inventory_LoopInteger[3]]] from MainUnit
Unit - Remove Equip_MovespeedBonus[Inventory_Slot_Index[Inventory_LoopInteger[3]]] from MainUnit
Animation - Remove the Equip_AnimationTag[Inventory_Slot_Index[Inventory_LoopInteger[3]]] animation tag to MainUnit
Unit - Remove Equip_Attachment[Inventory_Slot_Index[Inventory_LoopInteger[3]]] from MainUnit
Else - Actions
Set Inventory_FindSlotBoolean[2] = False
Else - Actions
Else - Actions
Trigger:
Inventory Page
Collapse Events
Player - Player 1 (Red) Selects a unit
Collapse Conditions
Collapse Or - Any (Conditions) are true
Collapse Conditions
(Triggering unit) Equal to Inventory_Action_Click[6]
(Triggering unit) Equal to Inventory_Action_Click[7]
Collapse Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Set Inventory_IndexInteger = (Inventory_LoopInteger[2] + (-20 + (20 x Inventory_Page_Current)))
Unit - Remove Inventory_Swap_Click[Inventory_LoopInteger[2]] from the game
Floating Text - Change text of Inventory_Charges_Text[Inventory_LoopInteger[2]] to <Empty String> using font size 7.00
Floating Text - Change text of Inventory_Cooldown_Text[Inventory_LoopInteger[2]] to <Empty String> using font size 7.00
Unit - Remove Inventory_Slot_Click[Inventory_IndexInteger] from the game
Destructible - Remove Inventory_Slot_Icon[Inventory_IndexInteger]
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering unit) Equal to Inventory_Action_Click[6]
Collapse Then - Actions
Selection - Clear selection for Player 1 (Red)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Page_Current Greater than 1
Collapse Then - Actions
Set Inventory_Page_Current = (Inventory_Page_Current - 1)
Collapse Else - Actions
Set Inventory_Page_Current = Inventory_Page_Max
Collapse Else - Actions
Selection - Clear selection for Player 1 (Red)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Page_Current Less than Inventory_Page_Max
Collapse Then - Actions
Set Inventory_Page_Current = (Inventory_Page_Current + 1)
Collapse Else - Actions
Set Inventory_Page_Current = 1
Floating Text - Change text of Inventory_Page_Text to ((String(Inventory_Page_Current)) + (/ + (String(Inventory_Page_Max)))) using font size 9.00
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Set Inventory_IndexInteger = (Inventory_LoopInteger[2] + (-20 + (20 x Inventory_Page_Current)))
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedInteger Not equal to 0
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedInteger Not equal to Inventory_IndexInteger
Inventory_Slot_Boolean[Inventory_IndexInteger] Equal to False
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Slot_Point[Inventory_LoopInteger[2]] facing 270.00 degrees
Set Inventory_Swap_Click[Inventory_LoopInteger[2]] = (Last created unit)
Animation - Change Inventory_Swap_Click[Inventory_LoopInteger[2]]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Else - Actions
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Boolean[Inventory_IndexInteger] Equal to True
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Slot_Point[Inventory_LoopInteger[2]] facing 270.00 degrees
Set Inventory_Slot_Click[Inventory_IndexInteger] = (Last created unit)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedInteger Equal to Inventory_IndexInteger
Collapse Then - Actions
Animation - Change Inventory_Slot_Click[Inventory_IndexInteger]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 75.00% transparency
Set Inventory_SelectedItem = Inventory_Slot_Click[Inventory_IndexInteger]
Collapse Else - Actions
Animation - Change Inventory_Slot_Click[Inventory_IndexInteger]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Destructible - Create a Item_Icon[Inventory_Slot_Index[Inventory_IndexInteger]] at Inventory_Slot_Point[Inventory_LoopInteger[2]] facing 270.00 with scale 1.00 and variation 0
Set Inventory_Slot_Icon[Inventory_IndexInteger] = (Last created destructible)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_IndexInteger] Equal to 9
Collapse Then - Actions
Floating Text - Change text of Inventory_Charges_Text[Inventory_LoopInteger[2]] to (String(Inventory_Charges[Inventory_IndexInteger])) using font size 6.00
Else - Actions
Trigger:
Inventory Shortcuts
Collapse Events
Player - Player 1 (Red) Selects a unit
Collapse Conditions
(Triggering unit) Equal to Inventory_Action_Click[2]
Collapse Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 4, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Action_Click[Inventory_LoopInteger[2]] from the game
Selection - Clear selection for Player 1 (Red)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Not equal to Inventory_Shortcut_Click[1]
Inventory_SelectedItem Not equal to Inventory_Shortcut_Click[2]
Inventory_SelectedItem Not equal to Inventory_Shortcut_Click[3]
Inventory_SelectedItem Not equal to Inventory_Shortcut_Click[4]
Inventory_SelectedItem Not equal to Inventory_Shortcut_Click[5]
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 5, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_FindSlotBoolean[3] Equal to False
Inventory_Shortcut_Boolean[Inventory_LoopInteger[2]] Equal to False
Collapse Then - Actions
Set Inventory_FindSlotBoolean[3] = True
Collapse For each (Integer Inventory_LoopInteger[3]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Swap_Click[Inventory_LoopInteger[3]] from the game
Set Inventory_IndexInteger = (Inventory_LoopInteger[3] + (-20 + (20 x Inventory_Page_Current)))
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Equal to Inventory_Slot_Click[Inventory_IndexInteger]
Inventory_Slot_Category[Inventory_IndexInteger] Equal to 9
Inventory_Cooldown[Inventory_IndexInteger] Equal to 0.00
Collapse Then - Actions
Floating Text - Change text of Inventory_Charges_Text[Inventory_LoopInteger[3]] to <Empty String> using font size 6.00
Unit - Remove Inventory_SelectedItem from the game
Destructible - Remove Inventory_Slot_Icon[Inventory_IndexInteger]
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Set Inventory_Shortcut_Index[Inventory_LoopInteger[2]] = Inventory_Slot_Index[Inventory_IndexInteger]
Set Inventory_Shortcut_Charges[Inventory_LoopInteger[2]] = Inventory_Charges[Inventory_IndexInteger]
Set Inventory_Shortcut_Boolean[Inventory_LoopInteger[2]] = True
Destructible - Remove Inventory_Shortcut_Icon[Inventory_LoopInteger[2]]
Destructible - Create a Item_Icon[Inventory_Shortcut_Index[Inventory_LoopInteger[2]]] at Inventory_Shortcut_Point[Inventory_LoopInteger[2]] facing 270.00 with scale 1.00 and variation 0
Set Inventory_Shortcut_Icon[Inventory_LoopInteger[2]] = (Last created destructible)
Unit - Create 1 for Neutral Passive at Inventory_Shortcut_Point[Inventory_LoopInteger[2]] facing 270.00 degrees
Set Inventory_Shortcut_Click[Inventory_LoopInteger[2]] = (Last created unit)
Animation - Change Inventory_Shortcut_Click[Inventory_LoopInteger[2]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Set Inventory_Slot_Category[Inventory_IndexInteger] = 0
Set Inventory_Slot_Index[Inventory_IndexInteger] = 0
Set Inventory_Slot_Boolean[Inventory_IndexInteger] = False
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Shortcut_OCBoolean Equal to True
Collapse Then - Actions
Hero - Create Inventory_Shortcut_LibType[Inventory_Shortcut_Index[Inventory_LoopInteger[2]]] and give it to MainUnit
Set Inventory_Shortcut_Item[Inventory_LoopInteger[2]] = (Last created item)
Item - Set charges remaining in Inventory_Shortcut_Item[Inventory_LoopInteger[2]] to Inventory_Shortcut_Charges[Inventory_LoopInteger[2]]
Unit - Order MainUnit to move Inventory_Shortcut_Item[Inventory_LoopInteger[2]] to inventory slot Inventory_LoopInteger[2]
Else - Actions
Set Inventory_Charges[Inventory_IndexInteger] = 0
Set Inventory_Cooldown[Inventory_IndexInteger] = 0.00
Else - Actions
Else - Actions
Set Inventory_FindSlotBoolean[3] = False
Collapse Else - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 5, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Equal to Inventory_Shortcut_Click[Inventory_LoopInteger[2]]
Inventory_Shortcut_Boolean[Inventory_LoopInteger[2]] Equal to True
Inventory_Shortcut_Cooldown[Inventory_LoopInteger[2]] Equal to 0.00
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[3]) from 1 to (20 x Inventory_Page_Max), do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_FindSlotBoolean[3] Equal to False
Inventory_Slot_Boolean[Inventory_LoopInteger[3]] Equal to False
Collapse Then - Actions
Set Inventory_FindSlotBoolean[3] = True
Unit - Remove Inventory_SelectedItem from the game
Set Inventory_Slot_Boolean[Inventory_LoopInteger[3]] = True
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_LoopInteger[3] Greater than or equal to (1 + (-20 + (20 x Inventory_Page_Current)))
Inventory_LoopInteger[3] Less than or equal to (20 + (-20 + (20 x Inventory_Page_Current)))
Collapse Then - Actions
Destructible - Remove Inventory_Slot_Icon[Inventory_LoopInteger[3]]
Unit - Remove Inventory_Slot_Click[Inventory_LoopInteger[3]] from the game
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Inventory_LoopInteger[3] mod 20) Equal to 0
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Slot_Point[20] facing 270.00 degrees
Collapse Else - Actions
Unit - Create 1 for Neutral Passive at Inventory_Slot_Point[(Inventory_LoopInteger[3] mod 20)] facing 270.00 degrees
Set Inventory_Slot_Click[Inventory_LoopInteger[3]] = (Last created unit)
Animation - Change Inventory_Slot_Click[Inventory_LoopInteger[3]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Inventory_LoopInteger[3] mod 20) Equal to 0
Collapse Then - Actions
Destructible - Create a Item_Icon[Inventory_Shortcut_Index[Inventory_LoopInteger[2]]] at Inventory_Slot_Point[20] facing 270.00 with scale 1.00 and variation 0
Collapse Else - Actions
Destructible - Create a Item_Icon[Inventory_Shortcut_Index[Inventory_LoopInteger[2]]] at Inventory_Slot_Point[(Inventory_LoopInteger[3] mod 20)] facing 270.00 with scale 1.00 and variation 0
Set Inventory_Slot_Icon[Inventory_LoopInteger[3]] = (Last created destructible)
Else - Actions
Set Inventory_Slot_Index[Inventory_LoopInteger[3]] = Inventory_Shortcut_Index[Inventory_LoopInteger[2]]
Set Inventory_Slot_Category[Inventory_LoopInteger[3]] = 9
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Set Inventory_Shortcut_Boolean[Inventory_LoopInteger[2]] = False
Destructible - Remove Inventory_Shortcut_Icon[Inventory_LoopInteger[2]]
Set Inventory_Shortcut_Index[Inventory_LoopInteger[2]] = 0
Set Inventory_Charges[Inventory_LoopInteger[3]] = Inventory_Shortcut_Charges[Inventory_LoopInteger[2]]
Floating Text - Change text of Inventory_Charges_Text[Inventory_LoopInteger[3]] to (String(Inventory_Charges[Inventory_LoopInteger[3]])) using font size 6.00
Set Inventory_Shortcut_Charges[Inventory_LoopInteger[2]] = 0
Else - Actions
Set Inventory_FindSlotBoolean[3] = False
Else - Actions
Trigger:
Inventory Sell
Collapse Events
Player - Player 1 (Red) Selects a unit
Collapse Conditions
(Triggering unit) Equal to Inventory_Action_Click[4]
Collapse Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 4, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Action_Click[Inventory_LoopInteger[2]] from the game
Selection - Clear selection for Player 1 (Red)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Not equal to No unit
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Swap_Click[Inventory_LoopInteger[2]] from the game
Set Inventory_IndexInteger = (Inventory_LoopInteger[2] + (-20 + (20 x Inventory_Page_Current)))
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Equal to Inventory_Slot_Click[Inventory_IndexInteger]
Inventory_Slot_Category[Inventory_IndexInteger] Not equal to 0
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_IndexInteger] Equal to 9
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Cooldown[Inventory_IndexInteger] Greater than 0.00
Collapse Then - Actions
Skip remaining actions
Else - Actions
Player - Add (Item_Value[Inventory_Slot_Index[Inventory_IndexInteger]] x Inventory_Charges[Inventory_IndexInteger]) to Player 1 (Red) Current gold
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Item_Value[Inventory_Slot_Index[Inventory_IndexInteger]] Equal to 0
Collapse Then - Actions
Skip remaining actions
Else - Actions
Player - Add Item_Value[Inventory_Slot_Index[Inventory_IndexInteger]] to Player 1 (Red) Current gold
Set Inventory_Slot_Boolean[Inventory_IndexInteger] = False
Unit - Remove Inventory_SelectedItem from the game
Set Inventory_SelectedInteger = 0
Destructible - Remove Inventory_Slot_Icon[Inventory_IndexInteger]
Set Inventory_Charges[Inventory_IndexInteger] = 0
Set Inventory_Cooldown[Inventory_IndexInteger] = 0.00
Floating Text - Change text of Inventory_Charges_Text[Inventory_LoopInteger[2]] to <Empty String> using font size 7.00
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Set Inventory_Slot_Category[Inventory_IndexInteger] = 0
Set Inventory_Slot_Index[Inventory_IndexInteger] = 0
Else - Actions
Else - Actions
Trigger:
Inventory Swap
Collapse Events
Player - Player 1 (Red) Selects a unit
Conditions
Collapse Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering unit) Equal to Inventory_Swap_Click[Inventory_LoopInteger[2]]
Collapse Then - Actions
Set Inventory_Swap_IndexInteger = (Inventory_LoopInteger[2] + (-20 + (20 x Inventory_Page_Current)))
Collapse For each (Integer Inventory_LoopInteger[3]) from 1 to (20 x Inventory_Page_Max), do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Swap_Click[Inventory_LoopInteger[3]] from the game
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedInteger Equal to Inventory_LoopInteger[3]
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Boolean[Inventory_Swap_IndexInteger] Equal to False
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_LoopInteger[3]] Equal to 9
Collapse Then - Actions
Set Inventory_Charges[Inventory_Swap_IndexInteger] = Inventory_Charges[Inventory_LoopInteger[3]]
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Inventory_LoopInteger[3] mod 20) Equal to 0
Collapse Then - Actions
Floating Text - Change text of Inventory_Charges_Text[20] to <Empty String> using font size 6.00
Collapse Else - Actions
Floating Text - Change text of Inventory_Charges_Text[(Inventory_LoopInteger[3] mod 20)] to <Empty String> using font size 6.00
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Inventory_Swap_IndexInteger mod 20) Equal to 0
Collapse Then - Actions
Floating Text - Change text of Inventory_Charges_Text[20] to (String(Inventory_Charges[Inventory_LoopInteger[3]])) using font size 6.00
Collapse Else - Actions
Floating Text - Change text of Inventory_Charges_Text[(Inventory_Swap_IndexInteger mod 20)] to (String(Inventory_Charges[Inventory_LoopInteger[3]])) using font size 6.00
Else - Actions
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Set Inventory_SelectedItem = No unit
Set Inventory_SelectedInteger = 0
Set Inventory_Slot_Index[Inventory_Swap_IndexInteger] = Inventory_Slot_Index[Inventory_LoopInteger[3]]
Set Inventory_Slot_Category[Inventory_Swap_IndexInteger] = Inventory_Slot_Category[Inventory_LoopInteger[3]]
Set Inventory_Slot_Boolean[Inventory_Swap_IndexInteger] = True
Unit - Remove Inventory_Slot_Click[Inventory_LoopInteger[3]] from the game
Destructible - Remove Inventory_Slot_Icon[Inventory_LoopInteger[3]]
Unit - Create 1 for Neutral Passive at Inventory_Slot_Point[Inventory_LoopInteger[2]] facing 270.00 degrees
Set Inventory_Slot_Click[Inventory_Swap_IndexInteger] = (Last created unit)
Animation - Change Inventory_Slot_Click[Inventory_Swap_IndexInteger]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Destructible - Create a Item_Icon[Inventory_Slot_Index[Inventory_LoopInteger[3]]] at Inventory_Slot_Point[Inventory_LoopInteger[2]] facing 270.00 with scale 1.00 and variation 0
Set Inventory_Slot_Icon[Inventory_Swap_IndexInteger] = (Last created destructible)
Set Inventory_Slot_Category[Inventory_LoopInteger[3]] = 0
Set Inventory_Slot_Index[Inventory_LoopInteger[3]] = 0
Set Inventory_Slot_Boolean[Inventory_LoopInteger[3]] = False
Set Inventory_Charges[Inventory_LoopInteger[3]] = 0
Else - Actions
Else - Actions
Else - Actions
Trigger:
Inventory Clear
Collapse Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Collapse Actions
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Set Inventory_SelectedItem = No unit
Set Inventory_SelectedInteger = 0
Collapse For each (Integer Inventory_LoopInteger[4]) from 1 to 4, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Action_Click[Inventory_LoopInteger[4]] from the game
Collapse For each (Integer Inventory_LoopInteger[4]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Swap_Click[Inventory_LoopInteger[4]] from the game
Trigger:
Inventory Exit
Collapse Events
Player - Player 1 (Red) Selects a unit
Collapse Conditions
(Triggering unit) Equal to Inventory_Action_Click[5]
Collapse Actions
Selection - Select MainUnit for Player 1 (Red)
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Set Inventory_IndexInteger = (Inventory_LoopInteger[2] + (-20 + (20 x Inventory_Page_Current)))
-------- CLEAR ICONS AND CLICK UNITS --------
Unit - Remove Inventory_Slot_Click[Inventory_IndexInteger] from the game
Destructible - Remove Inventory_Slot_Icon[Inventory_IndexInteger]
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_IndexInteger] Equal to 9
Collapse Then - Actions
Floating Text - Change Inventory_Charges_Text[Inventory_LoopInteger[2]]: Disable permanence
Floating Text - Destroy Inventory_Charges_Text[Inventory_LoopInteger[2]]
Floating Text - Change Inventory_Cooldown_Text[Inventory_LoopInteger[2]]: Disable permanence
Floating Text - Destroy Inventory_Cooldown_Text[Inventory_LoopInteger[2]]
Else - Actions
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 8, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Equipment_Click[Inventory_LoopInteger[2]] from the game
Destructible - Remove Inventory_Equipment_Icon[Inventory_LoopInteger[2]]
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 5, do (Actions)
Collapse Loop - Actions
Unit - Remove Inventory_Shortcut_Click[Inventory_LoopInteger[2]] from the game
Destructible - Remove Inventory_Shortcut_Icon[Inventory_LoopInteger[2]]
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_SelectedItem Equal to Inventory_Shortcut_Click[Inventory_LoopInteger[2]]
Collapse Then - Actions
Set Inventory_SelectedItem = No unit
Set Inventory_SelectedInteger = 0
Unit - Remove Inventory_Action_Click[2] from the game
Else - Actions
Floating Text - Change Inventory_Page_Text: Disable permanence
Floating Text - Destroy Inventory_Page_Text
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Camera - Reset camera for Player 1 (Red) to standard game-view over 0.00 seconds
Camera - Lock camera target for Player 1 (Red) to MainUnit, offset by (0.00, 0.00) using The unit's rotation
Set Inventory_OpenCloseBoolean = False
Trigger - Turn off Inventory Camera <gen>
Trigger - Turn off Inventory Drop <gen>
Trigger - Turn off Inventory Page <gen>
Trigger - Turn off Inventory Select Event <gen>
Trigger - Turn off Inventory Shortcuts <gen>
Trigger - Turn off Inventory Use <gen>
Trigger - Turn off Inventory unUse <gen>
Trigger - Turn off Inventory Sell <gen>
Trigger - Turn off Inventory Swap <gen>
Trigger - Turn off Inventory Clear <gen>
Trigger - Turn off (This trigger)
Trigger:
Inventory Open Close Shortcut
Collapse Events
Unit - A unit Uses an item
Collapse Conditions
(Item-type of (Item being manipulated)) Equal to Open/Close Shortcut
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Shortcut_OCBoolean Equal to False
Collapse Then - Actions
Set Inventory_Shortcut_OCBoolean = True
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 5, do (Actions)
Collapse Loop - Actions
Item - Remove (Item carried by MainUnit in slot Inventory_LoopInteger[2])
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 5, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Shortcut_Boolean[Inventory_LoopInteger[2]] Equal to True
Collapse Then - Actions
Hero - Create Inventory_Shortcut_LibType[Inventory_Shortcut_Index[Inventory_LoopInteger[2]]] and give it to MainUnit
Set Inventory_Shortcut_Item[Inventory_LoopInteger[2]] = (Last created item)
Item - Set charges remaining in Inventory_Shortcut_Item[Inventory_LoopInteger[2]] to Inventory_Shortcut_Charges[Inventory_LoopInteger[2]]
Unit - Order MainUnit to move Inventory_Shortcut_Item[Inventory_LoopInteger[2]] to inventory slot Inventory_LoopInteger[2]
Else - Actions
Collapse Else - Actions
Set Inventory_Shortcut_OCBoolean = False
Collapse For each (Integer Inventory_LoopInteger[2]) from 1 to 5, do (Actions)
Collapse Loop - Actions
Item - Remove (Item carried by MainUnit in slot Inventory_LoopInteger[2])
Hero - Create Open Inventory and give it to MainUnit
Unit - Order MainUnit to move (Last created item) to inventory slot 5
Trigger:
Inventory Cooldown
Collapse Events
Time - Every 0.10 seconds of game time
Conditions
Collapse Actions
Collapse For each (Integer Inventory_LoopInteger[5]) from 1 to (20 x Inventory_Page_Max), do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Category[Inventory_LoopInteger[5]] Equal to 9
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Cooldown[Inventory_LoopInteger[5]] Greater than 0.00
Collapse Then - Actions
Set Inventory_Cooldown[Inventory_LoopInteger[5]] = (Inventory_Cooldown[Inventory_LoopInteger[5]] - 0.10)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Cooldown[Inventory_LoopInteger[5]] Equal to 0.00
Inventory_SelectedInteger Equal to Inventory_LoopInteger[5]
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[6]) from 1 to 3, do (Actions)
Collapse Loop - Actions
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[Inventory_LoopInteger[6]] facing 270.00 degrees
Set Inventory_Action_Click[Inventory_LoopInteger[6]] = (Last created unit)
Animation - Change Inventory_Action_Click[Inventory_LoopInteger[6]]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Collapse For each (Integer Inventory_LoopInteger[6]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Set Inventory_IndexInteger = (Inventory_LoopInteger[6] + (-20 + (20 x Inventory_Page_Current)))
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Cooldown[Inventory_IndexInteger] Equal to 0.00
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_IndexInteger Not equal to Inventory_LoopInteger[5]
Inventory_Slot_Boolean[Inventory_IndexInteger] Equal to False
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Slot_Point[Inventory_LoopInteger[6]] facing 270.00 degrees
Set Inventory_Swap_Click[Inventory_LoopInteger[6]] = (Last created unit)
Animation - Change Inventory_Swap_Click[Inventory_LoopInteger[6]]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Else - Actions
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Click[Inventory_LoopInteger[5]] Equal to Inventory_SelectedItem
Collapse Then - Actions
Animation - Change Inventory_Slot_Click[Inventory_LoopInteger[5]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 75.00% transparency
Collapse Else - Actions
Animation - Change Inventory_Slot_Click[Inventory_LoopInteger[5]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Charges[Inventory_LoopInteger[5]] Equal to 0
Collapse Then - Actions
Set Inventory_Slot_Category[Inventory_LoopInteger[5]] = 0
Set Inventory_Slot_Boolean[Inventory_LoopInteger[5]] = False
Set Inventory_Slot_Index[Inventory_LoopInteger[5]] = 0
Floating Text - Change Inventory_Description_Text: Disable permanence
Floating Text - Destroy Inventory_Description_Text
Unit - Remove Inventory_Slot_Click[Inventory_LoopInteger[5]] from the game
Destructible - Remove Inventory_Slot_Icon[Inventory_LoopInteger[5]]
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Inventory_LoopInteger[5] mod 20) Equal to 0
Collapse Then - Actions
Floating Text - Change text of Inventory_Charges_Text[20] to <Empty String> using font size 7.00
Floating Text - Change text of Inventory_Cooldown_Text[20] to <Empty String> using font size 7.00
Collapse Else - Actions
Floating Text - Change text of Inventory_Charges_Text[(Inventory_LoopInteger[5] mod 20)] to <Empty String> using font size 7.00
Floating Text - Change text of Inventory_Cooldown_Text[(Inventory_LoopInteger[5] mod 20)] to <Empty String> using font size 7.00
Else - Actions
Else - Actions
Else - Actions
Else - Actions
Collapse For each (Integer Inventory_LoopInteger[5]) from 1 to 5, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Shortcut_Cooldown[Inventory_LoopInteger[5]] Greater than 0.00
Collapse Then - Actions
Set Inventory_Shortcut_Cooldown[Inventory_LoopInteger[5]] = (Inventory_Shortcut_Cooldown[Inventory_LoopInteger[5]] - 0.10)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Shortcut_Cooldown[Inventory_LoopInteger[5]] Equal to 0.00
Inventory_SelectedInteger Equal to Inventory_LoopInteger[5]
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Shortcut_Click[Inventory_LoopInteger[5]] Equal to Inventory_SelectedItem
Collapse Then - Actions
Animation - Change Inventory_Shortcut_Click[Inventory_LoopInteger[5]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 75.00% transparency
Collapse Else - Actions
Animation - Change Inventory_Shortcut_Click[Inventory_LoopInteger[5]]'s vertex coloring to (100.00%, 100.00%, 0.00%) with 100.00% transparency
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Shortcut_Charges[Inventory_LoopInteger[5]] Greater than 0
Collapse Then - Actions
Unit - Create 1 for Neutral Passive at Inventory_Action_Point[2] facing 270.00 degrees
Set Inventory_Action_Click[2] = (Last created unit)
Animation - Change Inventory_Action_Click[2]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 75.00% transparency
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Collapse Or - Any (Conditions) are true
Collapse Conditions
Inventory_Shortcut_Item[Inventory_LoopInteger[5]] Equal to No item
(Inventory_Shortcut_Item[Inventory_LoopInteger[5]] is hidden) Equal to True
Collapse Then - Actions
Item - Remove Inventory_Shortcut_Item[Inventory_LoopInteger[5]]
Unit - Remove Inventory_Shortcut_Click[Inventory_LoopInteger[5]] from the game
Set Inventory_Shortcut_Boolean[Inventory_LoopInteger[5]] = False
Destructible - Remove Inventory_Shortcut_Icon[Inventory_LoopInteger[5]]
Set Inventory_Shortcut_Index[Inventory_LoopInteger[5]] = 0
Set Inventory_Shortcut_Charges[Inventory_LoopInteger[5]] = 0
Else - Actions
Else - Actions
Else - Actions
Collapse For each (Integer Inventory_LoopInteger[5]) from 1 to 20, do (Actions)
Collapse Loop - Actions
Set Inventory_Cooldown_IndexIntegr = (Inventory_LoopInteger[5] + (-20 + (20 x Inventory_Page_Current)))
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Cooldown[Inventory_Cooldown_IndexIntegr] Greater than 0.00
Collapse Then - Actions
Floating Text - Change text of Inventory_Cooldown_Text[Inventory_LoopInteger[5]] to ((String(Inventory_Cooldown[Inventory_Cooldown_IndexIntegr], 3, 1)) + s) using font size 7.00
Collapse Else - Actions
Floating Text - Change text of Inventory_Cooldown_Text[Inventory_LoopInteger[5]] to <Empty String> using font size 7.00
Trigger:
Inventory Shortcut Use
Collapse Events
Unit - A unit Uses an item
Conditions
Collapse Actions
Collapse For each (Integer Inventory_LoopInteger[7]) from 1 to 5, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Item being manipulated) Equal to Inventory_Shortcut_Item[Inventory_LoopInteger[7]]
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Item_ShareCd[Inventory_Shortcut_Index[Inventory_LoopInteger[7]]] Equal to True
Collapse Then - Actions
Collapse For each (Integer Inventory_LoopInteger[8]) from 1 to 5, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Inventory_Slot_Index[Inventory_LoopInteger[8]] Equal to Inventory_Shortcut_Index[Inventory_LoopInteger[7]]
Collapse Then - Actions
Set Inventory_Shortcut_Charges[Inventory_LoopInteger[7]] = (Inventory_Shortcut_Charges[Inventory_LoopInteger[7]] - 1)
Set Inventory_Shortcut_Cooldown[Inventory_LoopInteger[8]] = Item_Cooldown[Inventory_Shortcut_Index[Inventory_LoopInteger[8]]]
Else - Actions
Collapse Else - Actions
Set Inventory_Shortcut_Charges[Inventory_LoopInteger[7]] = (Inventory_Shortcut_Charges[Inventory_LoopInteger[7]] - 1)
Set Inventory_Shortcut_Cooldown[Inventory_LoopInteger[7]] = Item_Cooldown[Inventory_Shortcut_Index[Inventory_LoopInteger[7]]]
Else - Actions



Notice!


There remains an error where when consumables reach "0" on remaining charges, the shortcut at inventory wont be removed, the remaining charge at inventory window stays at "1". I still haven't found a matching condition with remaining charges equal to 0. It wont work.
Using items inside the inventory still dont give effect.



How to create new item


- Create new item. Give it name. Add "poofs" ability to your item.
- Set the level, not the unclassified one, to:
1 = left hand weapon
2 = right hand weapon
3 = head
4 = chest
5 = hand
6 = legs/foot
7 = ring/accesory 1
8 = earring/accesory 2
9 = consumables (potions)
10 = if you dont want that item to be created at inventory window when acquired
11 = unusable items
- Create the description. Dont need to change the goldprice.
- Create new destructible for your item icon. Just copas my destrutibles with prefix (icon). Then change the texture to your item's icon. Dont change the ID or anything else.
- Add your new item by:
> create variable with name Item_Type[index] = your item
> config the cooldown and sharedcd boolean if it's consumable
> config the effect of your items (equipment)
> config the attachment and animation tag for your equipment
> config the other that I forget to write here
- Dont forget to change the Item_Total to the highest index in your library
- You can manipulate the max page anytime.
- You can manipulate items inside the inventory by:
> setting slot index, category, and boolean for non consumables
> for consumables you need to config 1 more thing. Its inventory_charges.
> so you can manipulate the remaining charges anytime :)
> see the example at demo folder



How to apply


1. Copy click unit, poofs ability, and the other UI doodads to your map
2. Copy all the regions into your map
3. Export all mdx files (except attachment models)
4. Open Terrain Editor>File>Preferences>checkmark the "Automatically create unknown variables"
5. Open trigger editor, create new variable named Inventory_LoopInteger with array. Bcos it wont normally copied from the original one.
6. Copy the Inventory folder to your map
7. reactivate all the red lines
8. Done :)



Credits


button.mdx and the other border.mdx from UHPS by -Kobas-
man in robe by diosilva16
amor3 by kitabatake
demon hunter by KayS
armagedon by KayS
lance by Usedwell
staff of ages by Usedwell
round shield by Red
metal boots by Astaroth Zion
helmet1.02 by (bcos the name is very random, I can't find the author)



this is just copy pasted from my resource in hiveworkshop
I hope this one can get approved here whle the other one still unmoderated at hive
have a great RPG game man!
Attached Files
File Type: w3x inventory v1.2.w3x (397.6 KB, 26 views)
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