Extended Inventory System Problems

ShadowInTheD

Active Member
Reaction score
12
Ok.. So I have this Extended Inventory System that I made myself (in GUI, as you will see). It has 21 items (An "Inventory (6)" and "Equipment(15)"). Most of it works, there're just a few problems with nulling, and exiting loops. So, what I did was, I used 4 variables (1 for storing item types for all players, one for storing amount of "Equipment" items for all players, one for storing amount of "Inventory" items for heroes, and a boolean to try to exit a loop (didn't work well). To "Equip/Unequip" items you have to click and use it.

Problems: Sometimes, when item in "Inventory" gets clicked, it never transfers to "Equipment". No values are getting nulled. Whenever I drop an item from the inventory, or equip it, that spot is supposed to get nulled, but it doesn't. Similarly, unequipped items are supposed to be nulled for their spot too, but they aren't. A third problem is that, when exitting the loop, say I have 2 items that are the exact same. When I click on the first one (item in a slot in front of the second one) it works fine, the loop exits, and it only uses one item, but when I click the second one, they both go.

Triggers:

Trigger:
  • Dropping Items
    • Events
      • Unit - A unit Loses an item
    • Conditions
    • Actions
      • Set InventoryItemCount[(Player number of (Triggering player))] = (InventoryItemCount[(Player number of (Triggering player))] - 1)
      • Custom script: set udg_ItemSlotNumber[((GetPlayerId(GetTriggerPlayer())-1)*22) + udg_InventoryItemCount[GetPlayerId(GetTriggerPlayer())]] = 0


Trigger:
  • Aquiring
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Equipment Page 1
              • (Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Equipment Page 2
              • (Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Equipment Page 3
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • InventoryItemCount[(Player number of (Triggering player))] Greater than or equal to 6
            • Then - Actions
              • Trigger - Turn off Dropping Items <gen>
              • Hero - Drop (Item being manipulated) from (Triggering unit)
              • Trigger - Turn on Dropping Items <gen>
            • Else - Actions
              • Set ItemSlotNumber[(((((Player number of (Triggering player)) - 1) x 22) + InventoryItemCount[(Player number of (Triggering player))]) + 0)] = (Item-type of (Item being manipulated))
              • Trigger - Turn off Dropping Items <gen>
              • Item - Remove (Item carried by (Triggering unit) of type (Item-type of (Item being manipulated)))
              • Trigger - Turn on Dropping Items <gen>
              • Set InventoryItemCount[(Player number of (Triggering player))] = (InventoryItemCount[((Player number of (Triggering player)) + 0)] + 1)
        • Else - Actions
          • Set InventoryItemCount[(Player number of (Triggering player))] = (InventoryItemCount[((Player number of (Triggering player)) + 0)] + 1)
          • Set ItemSlotNumber[(((((Player number of (Triggering player)) - 1) x 22) + InventoryItemCount[(Player number of (Triggering player))]) + 0)] = (Item-type of (Item being manipulated))


Trigger:
  • Storing
    • Events
      • Unit - A unit Uses an item
    • Conditions
    • Actions
      • Set HeroLoc[(Player number of (Triggering player))] = (Position of (Triggering unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Equipment Page 1 Not equal to (Item-type of (Item being manipulated))
          • Equipment Page 2 Not equal to (Item-type of (Item being manipulated))
          • Equipment Page 3 Not equal to (Item-type of (Item being manipulated))
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • InventoryItemCount[(Player number of (Triggering player))] Greater than or equal to 6
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Equipment Page 1
                      • (Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Equipment Page 2
                      • (Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Equipment Page 3
                • Then - Actions
                  • Trigger - Turn off Dropping Items <gen>
                  • Hero - Drop (Item being manipulated) from (Triggering unit)
                  • Trigger - Turn on Dropping Items <gen>
                • Else - Actions
            • Else - Actions
              • For each (Integer A) from 7 to 11, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ItemCheckzor[(Player number of (Triggering player))] Equal to False
                      • (Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Equipment Page 1
                      • (Item-type of (Item being manipulated)) Equal to ItemSlotNumber[((Integer A) + (((Player number of (Triggering player)) - 1) x 22))]
                    • Then - Actions
                      • Set ItemCheckzor[(Player number of (Triggering player))] = True
                      • Custom script: set udg_ItemSlotNumber[((GetPlayerId(GetTriggerPlayer())-1)*22) + GetForLoopIndexA()] = 0
                    • Else - Actions
              • Set ItemCheckzor[(Player number of (Triggering player))] = False
              • For each (Integer A) from 12 to 16, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ItemCheckzor[(Player number of (Triggering player))] Equal to False
                      • (Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Equipment Page 2
                      • (Item-type of (Item being manipulated)) Equal to ItemSlotNumber[((Integer A) + (((Player number of (Triggering player)) - 1) x 22))]
                    • Then - Actions
                      • Set ItemCheckzor[(Player number of (Triggering player))] = True
                      • Custom script: set udg_ItemSlotNumber[((GetPlayerId(GetTriggerPlayer())-1)*22) + GetForLoopIndexA()] = 0
                    • Else - Actions
              • Set ItemCheckzor[(Player number of (Triggering player))] = False
              • For each (Integer A) from 17 to 21, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ItemCheckzor[(Player number of (Triggering player))] Equal to False
                      • (Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Equipment Page 3
                      • (Item-type of (Item being manipulated)) Equal to ItemSlotNumber[((Integer A) + (((Player number of (Triggering player)) - 1) x 22))]
                    • Then - Actions
                      • Set ItemCheckzor[(Player number of (Triggering player))] = True
                      • Custom script: set udg_ItemSlotNumber[((GetPlayerId(GetTriggerPlayer())-1)*22) + GetForLoopIndexA()] = 0
                    • Else - Actions
              • Set ItemCheckzor[(Player number of (Triggering player))] = False
              • Set ItemSlotNumber[((((Player number of (Triggering player)) - 1) x 22) + InventoryItemCount[(Player number of (Triggering player))])] = (Item-type of (Item being manipulated))
              • Trigger - Turn off Dropping Items <gen>
              • Item - Remove (Item carried by (Triggering unit) of type (Item-type of (Item being manipulated)))
              • Trigger - Turn on Dropping Items <gen>
              • Set InventoryItemCount[(Player number of (Triggering player))] = (InventoryItemCount[(Player number of (Triggering player))] + 1)
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-type of (Item being manipulated)) Equal to ItemSlotNumber[((Integer A) + (((Player number of (Triggering player)) - 1) x 22))]
                • Then - Actions
                  • Set ItemSlotNumber[((((Player number of (Triggering player)) - 1) x 22) + (PlayerItemCount[(Player number of (Triggering player))] + 7))] = (Item-type of (Item being manipulated))
                  • Custom script: set udg_ItemSlotNumber[((GetPlayerId(GetTriggerPlayer())-1)*22) + GetForLoopIndexA()] = 0
                  • Set PlayerItemCount[(Player number of (Triggering player))] = ((Player number of (Triggering player)) + 1)
                  • Trigger - Turn off Dropping Items <gen>
                  • Item - Remove (Item carried by (Triggering unit) of type (Item-type of (Item being manipulated)))
                  • Trigger - Turn on Dropping Items <gen>
                • Else - Actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Equipment Page 1
        • Then - Actions
          • Item - Make (Item carried by (Triggering unit) in slot 1) Droppable
          • Trigger - Turn off Dropping Items <gen>
          • Item - Remove (Item carried by (Triggering unit) in slot 1)
          • Item - Remove (Item carried by (Triggering unit) in slot 2)
          • Item - Remove (Item carried by (Triggering unit) in slot 3)
          • Item - Remove (Item carried by (Triggering unit) in slot 4)
          • Item - Remove (Item carried by (Triggering unit) in slot 5)
          • Item - Remove (Item carried by (Triggering unit) in slot 6)
          • Trigger - Turn on Dropping Items <gen>
          • Trigger - Turn off Aquiring <gen>
          • Item - Create Equipment Page 2 at HeroLoc[(Player number of (Triggering player))]
          • Hero - Give (Last created item) to (Triggering unit)
          • Item - Make (Item carried by (Triggering unit) in slot 1) Undroppable
          • For each (Integer A) from 7 to 11, do (Actions)
            • Loop - Actions
              • Item - Create ItemSlotNumber[((Integer A) + (((Player number of (Triggering player)) - 1) x 22))] at HeroLoc[(Player number of (Triggering player))]
              • Hero - Give (Last created item) to (Triggering unit)
              • Item - Make (Last created item) Undroppable
        • Else - Actions
      • Trigger - Turn on Aquiring <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Equipment Page 2
        • Then - Actions
          • Item - Make (Item carried by (Triggering unit) in slot 1) Droppable
          • Trigger - Turn off Dropping Items <gen>
          • Item - Remove (Item carried by (Triggering unit) in slot 1)
          • Item - Remove (Item carried by (Triggering unit) in slot 2)
          • Item - Remove (Item carried by (Triggering unit) in slot 3)
          • Item - Remove (Item carried by (Triggering unit) in slot 4)
          • Item - Remove (Item carried by (Triggering unit) in slot 5)
          • Item - Remove (Item carried by (Triggering unit) in slot 6)
          • Trigger - Turn on Dropping Items <gen>
          • Trigger - Turn off Aquiring <gen>
          • Item - Create Equipment Page 3 at HeroLoc[(Player number of (Triggering player))]
          • Hero - Give (Last created item) to (Triggering unit)
          • Item - Make (Item carried by (Triggering unit) in slot 1) Undroppable
          • For each (Integer A) from 12 to 16, do (Actions)
            • Loop - Actions
              • Item - Create ItemSlotNumber[((Integer A) + (((Player number of (Triggering player)) - 1) x 22))] at HeroLoc[(Player number of (Triggering player))]
              • Hero - Give (Last created item) to (Triggering unit)
              • Item - Make (Last created item) Undroppable
        • Else - Actions
      • Trigger - Turn on Aquiring <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Equipment Page 3
        • Then - Actions
          • Item - Make (Item carried by (Triggering unit) in slot 1) Droppable
          • Trigger - Turn off Dropping Items <gen>
          • Item - Remove (Item carried by (Triggering unit) in slot 1)
          • Item - Remove (Item carried by (Triggering unit) in slot 2)
          • Item - Remove (Item carried by (Triggering unit) in slot 3)
          • Item - Remove (Item carried by (Triggering unit) in slot 4)
          • Item - Remove (Item carried by (Triggering unit) in slot 5)
          • Item - Remove (Item carried by (Triggering unit) in slot 6)
          • Trigger - Turn on Dropping Items <gen>
          • Trigger - Turn off Aquiring <gen>
          • Item - Create Equipment Page 1 at HeroLoc[(Player number of (Triggering player))]
          • Hero - Give (Last created item) to (Triggering unit)
          • Item - Make (Item carried by (Triggering unit) in slot 1) Undroppable
          • For each (Integer A) from 17 to 21, do (Actions)
            • Loop - Actions
              • Item - Create ItemSlotNumber[(((Integer A) + 1) + (((Player number of (Triggering player)) - 1) x 22))] at HeroLoc[(Player number of (Triggering player))]
              • Hero - Give (Last created item) to (Triggering unit)
              • Item - Make (Last created item) Undroppable
        • Else - Actions
      • Trigger - Turn on Aquiring <gen>
      • Custom script: call RemoveLocation(udg_HeroLoc[GetPlayerId(GetTriggerPlayer())])


Trigger:
  • Creating
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
    • Actions
      • Set HeroLoc[(Player number of (Triggering player))] = (Position of (Triggering unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Equipment
        • Then - Actions
          • Item - Make (Item carried by (Triggering unit) in slot 1) Droppable
          • Trigger - Turn off Dropping Items <gen>
          • Item - Remove (Item carried by (Triggering unit) in slot 1)
          • Item - Remove (Item carried by (Triggering unit) in slot 2)
          • Item - Remove (Item carried by (Triggering unit) in slot 3)
          • Item - Remove (Item carried by (Triggering unit) in slot 4)
          • Item - Remove (Item carried by (Triggering unit) in slot 5)
          • Item - Remove (Item carried by (Triggering unit) in slot 6)
          • Trigger - Turn on Dropping Items <gen>
          • Trigger - Turn off Aquiring <gen>
          • Item - Create Equipment Page 2 at HeroLoc[(Player number of (Triggering player))]
          • Hero - Give (Last created item) to (Triggering unit)
          • Item - Make (Item carried by (Triggering unit) in slot 1) Undroppable
          • For each (Integer A) from 7 to 11, do (Actions)
            • Loop - Actions
              • Item - Create ItemSlotNumber[((Integer A) + ((Player number of (Triggering player)) - 1))] at HeroLoc[(Player number of (Triggering player))]
              • Hero - Give (Last created item) to (Triggering unit)
              • Item - Make (Last created item) Undroppable
        • Else - Actions
      • Trigger - Turn on Aquiring <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Inventory
        • Then - Actions
          • Item - Make (Item carried by (Triggering unit) in slot 1) Droppable
          • Trigger - Turn off Dropping Items <gen>
          • Item - Remove (Item carried by (Triggering unit) in slot 1)
          • Item - Remove (Item carried by (Triggering unit) in slot 2)
          • Item - Remove (Item carried by (Triggering unit) in slot 3)
          • Item - Remove (Item carried by (Triggering unit) in slot 4)
          • Item - Remove (Item carried by (Triggering unit) in slot 5)
          • Item - Remove (Item carried by (Triggering unit) in slot 6)
          • Trigger - Turn on Dropping Items <gen>
          • Trigger - Turn off Aquiring <gen>
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • Item - Create ItemSlotNumber[(((Integer A) + 0) + (((Player number of (Triggering player)) - 1) x 22))] at HeroLoc[(Player number of (Triggering player))]
              • Hero - Give (Last created item) to (Triggering unit)
        • Else - Actions
      • Trigger - Turn on Aquiring <gen>
      • Custom script: call RemoveLocation(udg_HeroLoc[GetPlayerId(GetTriggerPlayer())])


Thanks for any help ><
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top