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
sorry for my bad english
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