System Extended Inventory System

A.Dominion

New Member
Reaction score
0
Need info

Hey Tom Jones,
excuse me but i need info about the backpack system, i use gui only but i would like to make my own system, a very very simple and noob system.
i want to store the items into another unit as ability, so they will be able to store 12 more items, the stored item won't need to give bonus and won't be considered as equiped (it is only a backpack).
what i would like to know is what do you use (event,condition,etc) when you drop an item into the bag(item) and it disapear and go to (other inventory or become ability) ???
 

jk2pach

New Member
Reaction score
1
Hello.

I'm at the moment working on a modern RPG project. And I am testing several inventory systems.

Your method seems to be the best (user friendly, fast, not overloading the screenplay etc...)

So, for that, thanks a lot.

But because my project recquires some specifications, such as a save/load system, I have to modify your work.

So I have 2 questions (sorry to post it there, but, you have disabled PM^^).

1- Are we allowed to modifiy your work? Do we have to quote you in credits?

2- My save/load systems save, ofc, all items, and their charges: it is a modern project, with an ammo system. Probleme is: how can I detect the charges of an item stored in an extended inventory? I have tried things, but I always have the main inventory displayed, not extended.

Thanks a lot,

jk2pach/Apocalypse
 

Tom Jones

N/A
Reaction score
437
1) Are we allowed to modify your work?
Yes, just don't make is worse.
2) Do we have to quote you in credits?
No, just don't claim it yours.
3) How can I detect an item in the extended inventory?
JASS:
call InventoryGetItemById(unit,integer)
Integer can be both a item rawcode and an inventory slot id, which means that you can loop through the normal inventory and the extended inventory like so:
JASS:
local integer i = 0
local integer extendedInventorySize = ...
local unit u = ...

loop
    exitwhen i == extendedInventorySize
    if GetItemType(InventoryGetItemById(u,i)) == ITEM_TYPE_CHARGED then
        //save item.
    endif
    set i = i+1
endloop
I can't remember if I got the correct native function and constant in the above example.

Note that the system will be updated very soon as it doesn't work with the new warcraft patch.
 

jk2pach

New Member
Reaction score
1
Ok so GetItemCharges() works with extended inventory. Nice :D

Thanks for your answer.
 

jk2pach

New Member
Reaction score
1
:/

I have a probleme to implement your system with my weapon system.

Look at this trigger

JASS:
scope pertearmedrop initializer init
//=================================================
globals
    private constant integer GARN = 'Abun'
endglobals
//=================================================
private function Conditions takes nothing returns boolean
    return IsUnitType(GetTriggerUnit(),UNIT_TYPE_HERO)==true
endfunction
//=================================================
private function Actions takes nothing returns nothing
local unit hero = GetTriggerUnit()
local player pl = GetOwningPlayer(hero)
local integer k = GetPlayerId(pl)+1
local integer i = 0
local item obj = GetManipulatedItem()
local integer objtype = GetItemTypeId(obj)
    loop
        exitwhen i > udg_item_weapon_integer
        if objtype == udg_item_type_weapon<i> and obj == udg_item_weapon[k] then
            call UnitAddAbility(hero,GARN )
            set udg_item_weapon[k] = null
            call UnitRemoveAbility(hero,udg_item_sp[k])
            set hero = null
            set pl = null
            set obj = null
            return
        endif
        set i = i + 1
    endloop
set hero = null
set pl = null
set obj = null
endfunction
//=================================================
public function init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_DROP_ITEM)
    call TriggerAddCondition(t, Condition(function Conditions))
    call TriggerAddAction(t, function Actions)
endfunction   
endscope


</i>


This make a hero disable attack ability and the spellbook linked to a weapon a hero carry when he drops its weapon.

Probleme: your system use the events drop item, and remove items when pages are switched.
And when extended inventory is used (page swith/item moved to next page, in this case, it's the weapon), my own trigger detect the drop of the weapon, and disable attack of the hero etc...

How can I prevent extended inventory to drop items, or my own trigger to consider as a drop the action of extended inventory?

Thanks!
 

Xepher

New Member
Reaction score
0
bug power-up

hi people,

the system have a problem with powerups (doubles your effects).


u need:

if GetItemType(whichitem) != ITEM_TYPE_POWERUP then
if slot.last > 0 then
set slot.last.item = whichitem
else
if .automove then
call .additem(whichitem,.page+1)
else
call .additem(whichitem,.page)
endif
endif
endif
 

Narks

Vastly intelligent whale-like being from the stars
Reaction score
90
I can't seem to get the example map working anymore. I'm using latest JNGP with JassHelper 0.9.j.1.
 

Troll-Brain

You can change this now in User CP.
Reaction score
85
Test this code :

JASS:
library ExtendedInventorySystem 
//#######################################################################################
//#Extended Inventory System v1.5c - By Tom Jones.
//#######################################################################################
//#Requirements:
//#1) NewGen Editor with JassHelper v0.9.G.1
//#
//#Implementation:
//#1) Copy/paste this trigger from this map to your map.
//#
//#Usage:
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call ExtendUnitInventory(unit,size) returns boolean
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   This will extends a unit&#039;s inventory with the size given. Returns true if
//#   succesful, false if the unit already has extended inventory. Size should be
//#   divisable by six.
//#
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call InventoryDisable(unit,boolean)
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call InventoryDisabled(unit) returns boolean
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call InventoryAutomove(unit,boolean) 
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   This will enable automoving of items from the main inventory to the extended
//#   inventory.
//#
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call InventoryAutomoves(unit) returns boolean
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call InventoryAddItem(unit,item,integer) returns item 
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   Sends an item to or removes an item from the extended inventory. Integer determines 
//#   which page the item should be added to. Note that adding an item to a hidden page
//#   will remove the given item and the item returned can&#039;t be seen by UnitHasItem(...), 
//#   UnitItemInSlot(...), etc.
//#
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call InventoryGetItemById(unit,integer) returns item
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   Returns the first item in the inventory that meets the integer argument.
//#   Note that the integer can be either a slot id ranging from 0 to the size of the 
//#   extended inventory or an item rawcode.
//#
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call InventoryHasItemById(unit,integer) returns boolean
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   Integer argument can be both a slot id ranging from 0 to the size of the extended
//#   inventory or an item rawcode.
//#
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call InventoryHasItem(unit,item) returns boolean
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call InventoryDisplayPage(unit,integer)
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   Displays the page equal to the integer argument. Each page has six slots and 
//#   their id range from 1 to size of the extended inventory. Page ids not in this range
//#   will display the main inventory, page id 1 displays the main inventory.
//#
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call InventoryGetPage(unit) returns integer
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   Returns the id of the currently displayed page.
//#
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call SetMaxStackById(integer id,integer value) 
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   Requires Extended Inventory Item Stack module.
//#
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   call SetMaxStackById(integer,integer) 
//#   ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
//#   Requires Extended Inventory Item Stack module.
//#
//#Notes:
//#1) This system wont require you to predefine any items. It does however rely on 
//#   bug, and should thus be used with care. 
//#2) The bug: UnitAddItemToSlotById(...) is able to take a negative value as argument.
//#   The interesting part is that items added this way wont appear on the hero, however
//#   their effects will. Also note that not all negative values can be used. Values -1
//#   to -12 will cause a memeory reference error on exit. Values below -21 will cause a
//#   critical error.
//#3) Please report any bugs or errors by PM&#039;ing me on <a href="http://www.TheHelper.net" target="_blank" class="link link--external" rel="nofollow ugc noopener">www.TheHelper.net</a> or posting them
//#   in this thread:
//#
//#Changelog:
//#   v1.00a - Initial draft.
//#   v1.2b  - Release.
//#   v1.5a  - Changes to the source code.
//#            Added Extended Inventory Stack v1.1
//#            Added Extended Inventory IconTag v1.1
//#            Changed Example B.
//#   v1.5c  - Changed InventoryAddItem(unit,item,boolean) to InventoryAddItem(unit,item,integer)
//#            Changes to the source code to accomodate the above change.
//#            Added Extended Inventory Item Stack v.1.2
//#
//#######################################################################################

//#######################################################################################
//#Extended Inventory System API.
//#######################################################################################
private keyword inventory

function UnitExtendInventory takes unit u, integer size returns boolean
    if u:inventory &gt; 0 then
        return false
    endif
    call inventory.extend(u,size)
    return true
endfunction

function InventoryDisable takes unit u, boolean flag returns nothing
    call u:inventory.disable(flag)
endfunction

function InventoryDisabled takes unit u returns boolean
    return u:inventory.disabled
endfunction

function InventoryAutomove takes unit u, boolean flag returns nothing
    set u:inventory.automove = flag
endfunction

function InventoryAutomoves takes unit u returns boolean
    return u:inventory.automove
endfunction

function InventoryAddItem takes unit u, item whichitem, integer page returns item
    return u:inventory.additem(whichitem,page)
endfunction

function InventoryGetItemById takes unit u, integer id returns item 
    return u:inventory.getitem(id)
endfunction

function InventoryHasItemById takes unit u, integer id returns boolean
    local inventory this = u:inventory
    local integer i = 0
    
    loop
        exitwhen this.getitem(id) != null or i == this.size
        set i = i+1
    endloop
    return i &lt; this.size
endfunction

function InventoryHasItem takes unit u, item whichitem returns boolean
    local inventory this = u:inventory
    local integer i = 0
    
    loop
        exitwhen this.getitem(i) == whichitem or i == this.size
        set i = i+1
    endloop
    return i &lt; this.size
endfunction

function InventoryDisplayPage takes unit u, integer page returns nothing
    call u:inventory.turnpage(page)
endfunction

function InventoryGetPage takes unit u returns integer
    return u:inventory.page
endfunction

function SetMaxStackById takes integer id, integer max returns nothing
    call inventory.setstack(id,max)
endfunction

function GetMaxStackById takes integer id returns integer
    return inventory.getstack(id)
endfunction

//#######################################################################################
//#Hashing.
//#######################################################################################
globals
    private constant integer DEDUCT = 0x100000
    private constant integer HASH = 8192
endglobals

//#######################################################################################
//#Slot type.
//#######################################################################################
public struct slot 
    static slot last = 0
    slot next
    inventory current
    item thisitem
    integer itemid
    integer charges
    integer page
    integer id
    boolean free

    method operator item= takes item whichitem returns nothing
        if whichitem != null and .last == this then
            set .last = 0
            set .thisitem = whichitem
        elseif whichitem == null and .last != this then
            set .thisitem = null
            set .itemid = 0
            set .charges = 0
            set .free = true
        elseif whichitem != null then
            set .itemid = GetItemTypeId(whichitem)
            set .charges = GetItemCharges(whichitem)
            set .last = this
            call RemoveItem(whichitem)
            if .current.page == .page   then
                call UnitAddItemToSlotById(.current.u,.itemid,.id-(6*(.page-1)))
            else
                call UnitAddItemToSlotById(.current.u,.itemid,-13)
            endif
            call SetItemCharges(.thisitem,.charges)
        endif
        set .free = .item == null
    endmethod
    method operator item takes nothing returns item
        return .thisitem
    endmethod
    
    method update takes nothing returns nothing
        set .thisitem = UnitItemInSlot(.current.u,.id-(6*(.page-1)))
        set .itemid = GetItemTypeId(.thisitem)
        set .free = .thisitem == null
    endmethod
endstruct

//#######################################################################################
//#Inventory type.
//######################################################################################
private struct modules
    method itemstack takes item whichitem returns integer
        return 0
    endmethod
    static method setstack takes integer id, integer max returns nothing
    endmethod
    static method getstack takes integer id returns integer
        return 0
    endmethod
    
    method icontag takes item whichitem, integer id returns nothing
    endmethod
endstruct

private struct inventory 
    private static integer index
    private static integer array value
    private trigger trig
    integer pages
    slot first
    slot last
    unit u
    player p
    integer page
    boolean automove 
    boolean disabled
    integer size
    delegate modules addons

    implement optional ItemStack
    implement optional IconTag
        
    static method operator []= takes unit u, inventory value returns nothing
        set .index = GetHandleId(u)-DEDUCT
        set .value[.index-(.index/HASH)*HASH] = value
    endmethod
    static method operator [] takes unit u returns inventory
        set .index = GetHandleId(u)-DEDUCT
        return .value[.index-(.index/HASH)*HASH]
    endmethod
    
    static method Delegator takes nothing returns boolean 
        local inventory this = GetTriggerUnit():inventory
        
        if .disabled then
        elseif GetTriggerEventId() == EVENT_UNIT_PICKUP_ITEM then 
            call inventory.onAquire.execute()
        elseif GetTriggerEventId() == EVENT_UNIT_DROP_ITEM then 
            call inventory.onDrop.execute()
        endif
        return false
    endmethod
    
    private method updatepage takes integer page returns nothing
        local slot s = .first
        
        loop
            exitwhen s == 0
            if s.id &gt;= 6*(page-1) and s.id &lt; 6*page then
                call s.update()
            endif
            set s = s.next
        endloop
    endmethod
    
    method additem takes item whichitem, integer page returns item
        local slot s
        local integer pages = .pages
        local integer id
        
        if whichitem == null or .disabled then
            if .disabled then
                debug call BJDebugMsg(&quot;Extended Inventory Error: Disabled.&quot;)
            else
                debug call BJDebugMsg(&quot;Extended Inventory Error: Passing null as argument.&quot;)
            endif
            return null
        endif
        call .updatepage(.page)
        set s = .itemstack(whichitem)
        if s &gt; 0 then
            return s.item
        else
            set s = .first
        endif
        loop
            if (s.id &gt;= 6*(page-1) and s.id &lt; 6*page) then
                if s.free or s.item == whichitem then
                    exitwhen true
                endif
            endif
            if s.id+1 &gt;= 6*page then
                set page = page+1
                set pages = pages-1
            endif
            if page &gt; .pages  then
                set page = pages
                set s = .first
            else
                set s = s.next
            endif
            if s == 0 or pages == 0 then
                return null
            endif
        endloop
        if s.page != .page then
            call .icontag(whichitem,1)
        endif
        set s.item = whichitem
        return s.item
    endmethod
    
    method getitem takes integer id returns item
        local slot s = .first
        
        if id &lt; .size then
            loop
                exitwhen s.id == id or s == 0
                set s = s.next
            endloop
        elseif id &gt;= &#039;0000&#039; then
            loop
                exitwhen s.itemid == id
                set s = s.next
            endloop
        else
            return null
        endif
        return s.item
    endmethod
    
    method turnpage takes integer page returns nothing
        local integer oldpage = .page
        local slot a = .first
        local slot b = .first
    
        if page == oldpage then
            return
        elseif page &gt; .pages or page == 0 then
            set page = 1
        endif
        set .page = page
        loop
            exitwhen a.page == oldpage or a == 0
            set a = a.next
        endloop
        loop
            exitwhen b.page == page or b == 0
            set b = b.next
        endloop
        call .updatepage(oldpage)
        call .icontag(null,0)
        loop
            exitwhen a.id == oldpage*6 or b.id == page*6
            if a.item != null then
                set a.item = a.item
            endif
            if b.item != null then
                set b.item = b.item
            endif
            set a = a.next
            set b = b.next
        endloop
    endmethod
    
    method disable takes boolean flag returns nothing
        local slot s
        local real x
        local real y
        
        if flag then
            set s = .first
            set x = GetUnitX(.u)
            set y = GetUnitY(.u)
            loop
                exitwhen s == 0
                if s.page &gt; 1 then
                    call CreateItem(s.itemid,x,y)
                    call RemoveItem(s.item)
                endif
                set s = s.next
            endloop
            call DisableTrigger(.trig)
        else
            call EnableTrigger(.trig)
            set .page = 1
            call .updatepage(1)
        endif
        set .disabled = flag
    endmethod
    
    static method extend takes unit u, integer size returns nothing
        local inventory this = inventory.allocate()
        local integer i = 0
        local slot s
        
        set .u = u
        set .u:inventory = this
        set .p = GetOwningPlayer(.u)
        set .size = size+6
        set .pages = .size/6
        set .page = 1
        loop
            exitwhen i == .size
            set s = slot.create()
            set s.current = this
            if .last == 0 then
                set .first = s
            else
                set .last.next = s
            endif
            set s.page = 1+(i/6)
            set s.id = i
            set s.free = s.item == null
            set .last = s
            set i = i+1
        endloop
        set .trig = CreateTrigger()
        call TriggerRegisterUnitEvent(.trig,.u,EVENT_UNIT_PICKUP_ITEM)
        call TriggerRegisterUnitEvent(.trig,.u,EVENT_UNIT_DROP_ITEM)
        call TriggerAddCondition(.trig,Condition(function inventory.Delegator))
        set .disabled = false
        set .automove = false
        set .addons = modules.create()
        call .updatepage(1)
    endmethod
    
    static method onAquire takes nothing returns nothing
        local inventory this = GetTriggerUnit():inventory
        local item whichitem = GetManipulatedItem()
        
        if slot.last &gt; 0 then   
            set slot.last.item = whichitem
        else
            if .automove then
                call .additem(whichitem,.page+1)
            else
                call .additem(whichitem,.page)
            endif
        endif
        set whichitem = null
    endmethod
        
    static method onDrop takes nothing returns nothing
        local inventory this = GetTriggerUnit():inventory
        local item whichitem = GetManipulatedItem()
        local slot s = .first

        loop
            exitwhen s.item == whichitem or s == 0
            set s = s.next
        endloop
        set s.item = null
        set whichitem = null
    endmethod
endstruct
endlibrary


I don't understand why he used return with ExecuteFunc, and even more strange the function called with it returns nothing, when the main function is supposed to return a boolean (static method Delegator) :confused:
I've not read the entire code, but basically i've replaced H2I with the new native GetHandleId, and replaced the weird stuff with ExecuteFunc, with .execute and just after return false, since there are no trigger actions.
The demo map works with this code.
 

Narks

Vastly intelligent whale-like being from the stars
Reaction score
90
Wow, this is really cool. Very cool bug.

+rep to Troll and Tom
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • Varine Varine:
    How can you tell the difference between real traffic and indexing or AI generation bots?
  • The Helper The Helper:
    The bots will show up as users online in the forum software but they do not show up in my stats tracking. I am sure there are bots in the stats but the way alot of the bots treat the site do not show up on the stats
  • Varine Varine:
    I want to build a filtration system for my 3d printer, and that shit is so much more complicated than I thought it would be
  • Varine Varine:
    Apparently ABS emits styrene particulates which can be like .2 micrometers, which idk if the VOC detectors I have can even catch that
  • Varine Varine:
    Anyway I need to get some of those sensors and two air pressure sensors installed before an after the filters, which I need to figure out how to calculate the necessary pressure for and I have yet to find anything that tells me how to actually do that, just the cfm ratings
  • Varine Varine:
    And then I have to set up an arduino board to read those sensors, which I also don't know very much about but I have a whole bunch of crash course things for that
  • Varine Varine:
    These sensors are also a lot more than I thought they would be. Like 5 to 10 each, idk why but I assumed they would be like 2 dollars
  • Varine Varine:
    Another issue I'm learning is that a lot of the air quality sensors don't work at very high ambient temperatures. I'm planning on heating this enclosure to like 60C or so, and that's the upper limit of their functionality
  • Varine Varine:
    Although I don't know if I need to actually actively heat it or just let the plate and hotend bring the ambient temp to whatever it will, but even then I need to figure out an exfiltration for hot air. I think I kind of know what to do but it's still fucking confusing
  • The Helper The Helper:
    Maybe you could find some of that information from AC tech - like how they detect freon and such
  • Varine Varine:
    That's mostly what I've been looking at
  • Varine Varine:
    I don't think I'm dealing with quite the same pressures though, at the very least its a significantly smaller system. For the time being I'm just going to put together a quick scrubby box though and hope it works good enough to not make my house toxic
  • Varine Varine:
    I mean I don't use this enough to pose any significant danger I don't think, but I would still rather not be throwing styrene all over the air
  • The Helper The Helper:
    New dessert added to recipes Southern Pecan Praline Cake https://www.thehelper.net/threads/recipe-southern-pecan-praline-cake.193555/
  • The Helper The Helper:
    Another bot invasion 493 members online most of them bots that do not show up on stats
  • Varine Varine:
    I'm looking at a solid 378 guests, but 3 members. Of which two are me and VSNES. The third is unlisted, which makes me think its a ghost.
    +1
  • The Helper The Helper:
    Some members choose invisibility mode
    +1
  • The Helper The Helper:
    I bitch about Xenforo sometimes but it really is full featured you just have to really know what you are doing to get the most out of it.
  • The Helper The Helper:
    It is just not easy to fix styles and customize but it definitely can be done
  • The Helper The Helper:
    I do know this - xenforo dropped the ball by not keeping the vbulletin reputation comments as a feature. The loss of the Reputation comments data when we switched to Xenforo really was the death knell for the site when it came to all the users that left. I know I missed it so much and I got way less interested in the site when that feature was gone and I run the site.
  • Blackveiled Blackveiled:
    People love rep, lol
    +1
  • The Helper The Helper:
    The recipe today is Sloppy Joe Casserole - one of my faves LOL https://www.thehelper.net/threads/sloppy-joe-casserole-with-manwich.193585/
  • The Helper The Helper:
    Decided to put up a healthier type recipe to mix it up - Honey Garlic Shrimp Stir-Fry https://www.thehelper.net/threads/recipe-honey-garlic-shrimp-stir-fry.193595/

      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