System 12 inventory slots system

satino

Member
Want to have more than 6 slots in your inventory but you don't JASS so this is the right tutorial.Very easy and 100% GUI:thup:
Create 1 ability based on berserk name it Change backpack
Set Move speed and attack speed to 0 and cooldown to 0 too.
Set duration (Hero and Normal) to 0.01.Change Icon too.Then copy the ability and change name to Change backpack (2)
Variables required :
-Player_Item (item-type) array : 12
-Item_Charge (Integer) array 12
-Player_Hero (Unit) you must have a trigger that set this variable to a hero.
The code is long but it's very easy to understand.Tell me if you found a bug
Code:
Change Backpack
    Events
        Unit - A unit Begins casting an ability
    Conditions
    Actions
         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Ability being cast) Equal to (==) Change Backpack 
            Then - Actions
                Unit - Remove Change Backpack  from (Casting unit)
                Unit - Add Change Backpack (2) to (Casting unit)
                Set Player_Item[1] = (Item-type of (Item carried by Player_Hero in slot 1))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by Player_Hero in slot 1)) Equal to (==) Charged
                    Then - Actions
                        Set Item_Charge[1] = (Charges remaining in (Item carried by Player_Hero in slot 1))
                    Else - Actions
                Set Player_Item[2] = (Item-type of (Item carried by Player_Hero in slot 2))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by Player_Hero in slot 2)) Equal to (==) Charged
                    Then - Actions
                        Set Item_Charge[2] = (Charges remaining in (Item carried by Player_Hero in slot 2))
                    Else - Actions
                Set Player_Item[3] = (Item-type of (Item carried by Player_Hero in slot 3))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by Player_Hero in slot 3)) Equal to (==) Charged
                    Then - Actions
                        Set Item_Charge[3] = (Charges remaining in (Item carried by Player_Hero in slot 3))
                    Else - Actions
                Set Player_Item[4] = (Item-type of (Item carried by Player_Hero in slot 4))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by Player_Hero in slot 4)) Equal to (==) Charged
                    Then - Actions
                        Set Item_Charge[4] = (Charges remaining in (Item carried by Player_Hero in slot 4))
                    Else - Actions
                Set Player_Item[5] = (Item-type of (Item carried by Player_Hero in slot 5))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by Player_Hero in slot 5)) Equal to (==) Charged
                    Then - Actions
                        Set Item_Charge[5] = (Charges remaining in (Item carried by Player_Hero in slot 5))
                    Else - Actions
                Set Player_Item[6] = (Item-type of (Item carried by Player_Hero in slot 6))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by Player_Hero in slot 6)) Equal to (==) Charged
                    Then - Actions
                        Set Item_Charge[6] = (Charges remaining in (Item carried by Player_Hero in slot 6))
                    Else - Actions
                Item - Remove (Item carried by Player_Hero in slot 1)
                Item - Remove (Item carried by Player_Hero in slot 2)
                Item - Remove (Item carried by Player_Hero in slot 3)
                Item - Remove (Item carried by Player_Hero in slot 4)
                Item - Remove (Item carried by Player_Hero in slot 5)
                Item - Remove (Item carried by Player_Hero in slot 6)
                Hero - Create Player_Item[7] and give it to Player_Hero
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Last created item)) Equal to (==) Charged
                    Then - Actions
                        Item - Set charges remaining in (Last created item) to Item_Charge[7]
                    Else - Actions
                Hero - Create Player_Item[8] and give it to Player_Hero
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Last created item)) Equal to (==) Charged
                    Then - Actions
                        Item - Set charges remaining in (Last created item) to Item_Charge[8]
                    Else - Actions
                Hero - Create Player_Item[9] and give it to Player_Hero
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Last created item)) Equal to (==) Charged
                    Then - Actions
                        Item - Set charges remaining in (Last created item) to Item_Charge[9]
                    Else - Actions
                Hero - Create Player_Item[10] and give it to Player_Hero
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Last created item)) Equal to (==) Charged
                    Then - Actions
                        Item - Set charges remaining in (Last created item) to Item_Charge[10]
                    Else - Actions
                Hero - Create Player_Item[11] and give it to Player_Hero
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Last created item)) Equal to (==) Charged
                    Then - Actions
                        Item - Set charges remaining in (Last created item) to Item_Charge[11]
                    Else - Actions
                Hero - Create Player_Item[12] and give it to Player_Hero
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Last created item)) Equal to (==) Charged
                    Then - Actions
                        Item - Set charges remaining in (Last created item) to Item_Charge[12]
                    Else - Actions
            Else - Actions
         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Ability being cast) Equal to (==) Change Backpack (2)
            Then - Actions
                Unit - Add Change Backpack  to Player_Hero
                Unit - Remove Change Backpack (2) from Player_Hero
                Set Player_Item[7] = (Item-type of (Item carried by Player_Hero in slot 1))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by Player_Hero in slot 1)) Equal to (==) Charged
                    Then - Actions
                        Set Item_Charge[7] = (Charges remaining in (Item carried by Player_Hero in slot 1))
                    Else - Actions
                Set Player_Item[8] = (Item-type of (Item carried by Player_Hero in slot 2))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by Player_Hero in slot 2)) Equal to (==) Charged
                    Then - Actions
                        Set Item_Charge[8] = (Charges remaining in (Item carried by Player_Hero in slot 2))
                    Else - Actions
                Set Player_Item[9] = (Item-type of (Item carried by Player_Hero in slot 3))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by Player_Hero in slot 2)) Equal to (==) Charged
                    Then - Actions
                        Set Item_Charge[9] = (Charges remaining in (Item carried by Player_Hero in slot 3))
                    Else - Actions
                Set Player_Item[10] = (Item-type of (Item carried by Player_Hero in slot 4))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by Player_Hero in slot 4)) Equal to (==) Charged
                    Then - Actions
                        Set Item_Charge[10] = (Charges remaining in (Item carried by Player_Hero in slot 4))
                    Else - Actions
                Set Player_Item[11] = (Item-type of (Item carried by Player_Hero in slot 5))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by Player_Hero in slot 5)) Equal to (==) Charged
                    Then - Actions
                        Set Item_Charge[11] = (Charges remaining in (Item carried by Player_Hero in slot 5))
                    Else - Actions
                Set Player_Item[12] = (Item-type of (Item carried by Player_Hero in slot 6))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Item carried by Player_Hero in slot 6)) Equal to (==) Charged
                    Then - Actions
                        Set Item_Charge[12] = (Charges remaining in (Item carried by Player_Hero in slot 6))
                    Else - Actions
                Item - Remove (Item carried by Player_Hero in slot 1)
                Item - Remove (Item carried by Player_Hero in slot 2)
                Item - Remove (Item carried by Player_Hero in slot 3)
                Item - Remove (Item carried by Player_Hero in slot 4)
                Item - Remove (Item carried by Player_Hero in slot 5)
                Item - Remove (Item carried by Player_Hero in slot 6)
                Hero - Create Player_Item[1] and give it to Player_Hero
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Last created item)) Equal to (==) Charged
                    Then - Actions
                        Item - Set charges remaining in (Last created item) to Item_Charge[1]
                    Else - Actions
                Hero - Create Player_Item[2] and give it to Player_Hero
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Last created item)) Equal to (==) Charged
                    Then - Actions
                        Item - Set charges remaining in (Last created item) to Item_Charge[2]
                    Else - Actions
                Hero - Create Player_Item[3] and give it to Player_Hero
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Last created item)) Equal to (==) Charged
                    Then - Actions
                        Item - Set charges remaining in (Last created item) to Item_Charge[3]
                    Else - Actions
                Hero - Create Player_Item[4] and give it to Player_Hero
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Last created item)) Equal to (==) Charged
                    Then - Actions
                        Item - Set charges remaining in (Last created item) to Item_Charge[4]
                    Else - Actions
                Hero - Create Player_Item[5] and give it to Player_Hero
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Last created item)) Equal to (==) Charged
                    Then - Actions
                        Item - Set charges remaining in (Last created item) to Item_Charge[5]
                    Else - Actions
                Hero - Create Player_Item[6] and give it to Player_Hero
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Last created item)) Equal to (==) Charged
                    Then - Actions
                        Item - Set charges remaining in (Last created item) to Item_Charge[6]
                    Else - Actions
            Else - Actions

sorry for my bad english:(
 

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saw792

Is known to say things. That is all.
That doesn't look very easy at all. In fact, it looks downright complicated. It also is still single player only and doesn't provide a testmap for people to copy the triggers. You don't expect somebody to actually go through and do those actions individually, do you?
 
the system is too complicated, it can be made with loops faster, and you don't need the Player_Hero variable (use triggering unit instead)

and still not MPI
 

Saiza

New Member
Isn't this pretty much like this system? (Just that this is much worse). This one doesn't work to good with charged items for example (removes the charges and makes the item endless).
 
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