Extended Inventory System (15 Slot) *Updated*
Updates:
Made it so system is multiplayer compatible (Not multiple heroes per player)
Fixed a bug where player 1 and 2 shared the same page of inventory (Page one and page three)
Cleaner system now runs the trigger smoother (Probrably not noticeable)
Setting up your map:
Setting up your map is very easy, follow the steps below to get untill it all looks similar to the map attached. In order for the inventory to work all you need to do is give every players hero the "Page 1" item. I made it so it doesnt require any other variables except the item variables. It still doesnt support multiple heroes per player, nor support charged items correctly (As they reset)... But its still a basic system.
[size=+1]How to import:[/size]
Tips:
1: Uncheck the option on your "Page" items that says "Can be dropped"
2: Uncheck the options on your "Page" items that say "Can be sold to/by merchants"
3: Remove gold cost from your "Page" items
4: Set up your items tooltips, you only need the "Tooltip - Name" and the "Tooltip - Extended"
The code your map should look like:
Once again, you need a few things. Three items that are click to activate (I based off the Clockwork Penguin editing ability to have no sound). One variable array size 180 type item. One hero per player MAX, with the "Page 1" in [highlight]slot one[/highlight]
[highlight]UPDATE[/highlight]
Updates:
Made it so system is multiplayer compatible (Not multiple heroes per player)
Fixed a bug where player 1 and 2 shared the same page of inventory (Page one and page three)
Cleaner system now runs the trigger smoother (Probrably not noticeable)
Setting up your map:
Setting up your map is very easy, follow the steps below to get untill it all looks similar to the map attached. In order for the inventory to work all you need to do is give every players hero the "Page 1" item. I made it so it doesnt require any other variables except the item variables. It still doesnt support multiple heroes per player, nor support charged items correctly (As they reset)... But its still a basic system.
[size=+1]How to import:[/size]
Step 1 Open the map attached in World Editor, and then open your map after that
Step 2 Open the Trigger Editor and create a new variable called [highlight]Inventory_Items[/highlight] as an Item array with a size 180
Step 3 In the menu bar select "Window" and then "2. C:\...\Extended Inventory by Rad"
Step 4 Go to the Object Editor, in the Item tab find the three custom items "Page 1/2/3". Select the first one, and press CTRL+C
Step 5 Go back to your map (With the window method) and paste the item into your map. If the ability for the item isnt what it should be, select the "Clockwork Penguin" ability and simply remove the sound effect (In ability editor). Create three versions of this item
Step 5 Go back to the inventory map, find the action "Inventory" and press CTRL+C, and go back to your map (Using the Window option again) and paste it into your trigger editor.
Step 6 Depending on how your map was already made up, the trigger should appear fine. If for some reason one of the conditions says "Item being manipulated equal to Fireball" or something, then you should edit the actions inside. Make them match the ones on the original map and it should work fine
Step 2 Open the Trigger Editor and create a new variable called [highlight]Inventory_Items[/highlight] as an Item array with a size 180
Step 3 In the menu bar select "Window" and then "2. C:\...\Extended Inventory by Rad"
Step 4 Go to the Object Editor, in the Item tab find the three custom items "Page 1/2/3". Select the first one, and press CTRL+C
Step 5 Go back to your map (With the window method) and paste the item into your map. If the ability for the item isnt what it should be, select the "Clockwork Penguin" ability and simply remove the sound effect (In ability editor). Create three versions of this item
Step 5 Go back to the inventory map, find the action "Inventory" and press CTRL+C, and go back to your map (Using the Window option again) and paste it into your trigger editor.
Step 6 Depending on how your map was already made up, the trigger should appear fine. If for some reason one of the conditions says "Item being manipulated equal to Fireball" or something, then you should edit the actions inside. Make them match the ones on the original map and it should work fine
Tips:
1: Uncheck the option on your "Page" items that says "Can be dropped"
2: Uncheck the options on your "Page" items that say "Can be sold to/by merchants"
3: Remove gold cost from your "Page" items
4: Set up your items tooltips, you only need the "Tooltip - Name" and the "Tooltip - Extended"
The code your map should look like:
Code:
Inventory
Events
Unit - A unit Uses an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Page One
Then - Actions
For each (Integer A) from 1 to 5, do (Set Invetory_Items[((Integer A) + ((0 + ((Player number of (Owner of (Hero manipulating item))) x 5)) - 5))] = (Item-type of (Item carried by (Hero manipulating item) in slot ((Integer A) + 1))))
For each (Integer A) from 1 to 6, do (Item - Remove (Item carried by (Hero manipulating item) in slot (Integer A)))
Hero - Create Page Two and give it to (Hero manipulating item)
For each (Integer A) from 1 to 5, do (Hero - Create Invetory_Items[((Integer A) + ((60 + ((Player number of (Owner of (Hero manipulating item))) x 5)) - 5))] and give it to (Hero manipulating item))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Page Two
Then - Actions
For each (Integer A) from 1 to 5, do (Set Invetory_Items[((Integer A) + ((60 + ((Player number of (Owner of (Hero manipulating item))) x 5)) - 5))] = (Item-type of (Item carried by (Hero manipulating item) in slot ((Integer A) + 1))))
For each (Integer A) from 1 to 6, do (Item - Remove (Item carried by (Hero manipulating item) in slot (Integer A)))
Hero - Create Page Three and give it to (Hero manipulating item)
For each (Integer A) from 1 to 5, do (Hero - Create Invetory_Items[((Integer A) + ((120 + ((Player number of (Owner of (Hero manipulating item))) x 5)) - 5))] and give it to (Hero manipulating item))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Page Three
Then - Actions
For each (Integer A) from 1 to 5, do (Set Invetory_Items[((Integer A) + ((120 + ((Player number of (Owner of (Hero manipulating item))) x 5)) - 5))] = (Item-type of (Item carried by (Hero manipulating item) in slot ((Integer A) + 1))))
For each (Integer A) from 1 to 6, do (Item - Remove (Item carried by (Hero manipulating item) in slot (Integer A)))
Hero - Create Page One and give it to (Hero manipulating item)
For each (Integer A) from 1 to 5, do (Hero - Create Invetory_Items[((Integer A) + ((0 + ((Player number of (Owner of (Hero manipulating item))) x 5)) - 5))] and give it to (Hero manipulating item))
Else - Actions
Do nothing
Once again, you need a few things. Three items that are click to activate (I based off the Clockwork Penguin editing ability to have no sound). One variable array size 180 type item. One hero per player MAX, with the "Page 1" in [highlight]slot one[/highlight]