Capndrs
New Member
- Reaction score
- 3
I'm getting furious.
I made a really basic system for an inventory that mayches my game, but it has some errors. I'll post codes first.
Heres what it does.
It starts you off with item holders to reserve item spots for your "parts"
Then after you receive a "part" it is taken to its reserved spot.
It destroys the holder item but drops if its a "part"
HOWEVER
because parts need to be droppable, they can be moved, which allow multiple of the same class of part in the inventory, which i dont want
Can anyone tell me how to fix this?
I made this system by scratch and didnt bother to find a tutorial on it so i dont know if theres a better one out there.
I made a really basic system for an inventory that mayches my game, but it has some errors. I'll post codes first.
Trigger:
- Items
- Events
- Unit - A unit Acquires an item
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-class of (Item carried by (Triggering unit) in slot 6)) Equal to Permanent
- Then - Actions
- If ((Item-class of (Item carried by (Triggering unit) in slot 1)) Equal to Campaign) then do (Item - Remove (Item carried by (Triggering unit) in slot 1)) else do (Hero - Drop the item from slot 1 of (Triggering unit))
- Hero - Drop (Item being manipulated) from (Triggering unit)
- Trigger - Turn off (This trigger)
- Hero - Give (Item being manipulated) to (Triggering unit)
- Trigger - Turn on (This trigger)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-class of (Item carried by (Triggering unit) in slot 6)) Equal to Charged
- Then - Actions
- If ((Item-class of (Item carried by (Triggering unit) in slot 2)) Equal to Campaign) then do (Item - Remove (Item carried by (Triggering unit) in slot 2)) else do (Hero - Drop the item from slot 2 of (Triggering unit))
- Hero - Drop (Item being manipulated) from (Triggering unit)
- Trigger - Turn off (This trigger)
- Hero - Give (Item being manipulated) to (Triggering unit)
- Trigger - Turn on (This trigger)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-class of (Item carried by (Triggering unit) in slot 6)) Equal to Powerup
- Then - Actions
- If ((Item-class of (Item carried by (Triggering unit) in slot 3)) Equal to Campaign) then do (Item - Remove (Item carried by (Triggering unit) in slot 3)) else do (Hero - Drop the item from slot 3 of (Triggering unit))
- Hero - Drop (Item being manipulated) from (Triggering unit)
- Trigger - Turn off (This trigger)
- Hero - Give (Item being manipulated) to (Triggering unit)
- Trigger - Turn on (This trigger)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-class of (Item carried by (Triggering unit) in slot 6)) Equal to Artifact
- Then - Actions
- If ((Item-class of (Item carried by (Triggering unit) in slot 4)) Equal to Campaign) then do (Item - Remove (Item carried by (Triggering unit) in slot 4)) else do (Hero - Drop the item from slot 4 of (Triggering unit))
- Hero - Drop (Item being manipulated) from (Triggering unit)
- Trigger - Turn off (This trigger)
- Hero - Give (Item being manipulated) to (Triggering unit)
- Trigger - Turn on (This trigger)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-class of (Item carried by (Triggering unit) in slot 6)) Equal to Purchasable
- Then - Actions
- If ((Item-class of (Item carried by (Triggering unit) in slot 5)) Equal to Campaign) then do (Item - Remove (Item carried by (Triggering unit) in slot 5)) else do (Hero - Drop the item from slot 5 of (Triggering unit))
- Hero - Drop (Item being manipulated) from (Triggering unit)
- Trigger - Turn off (This trigger)
- Hero - Give (Item being manipulated) to (Triggering unit)
- Trigger - Turn on (This trigger)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Items2
- Events
- Time - Every 0.01 seconds of game time
- Conditions
- Actions
- Unit Group - Pick every unit in (Units of type ROBO) and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of items carried by (Picked unit)) Less than 5
- Then - Actions
- -------- Frame --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- ((Picked unit) has an item of type |cffffcc00Frame|r) Equal to True
- (Item-class of (Item carried by (Picked unit) in slot 1)) Equal to Permanent
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Do nothing
- Else - Actions
- Hero - Create |cffffcc00Frame|r and give it to (Picked unit)
- If - Conditions
- -------- Gun --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- ((Picked unit) has an item of type |cffffcc00Gun|r) Equal to True
- (Item-class of (Item carried by (Picked unit) in slot 2)) Equal to Charged
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Do nothing
- Else - Actions
- Hero - Create |cffffcc00Gun|r and give it to (Picked unit)
- If - Conditions
- -------- Bomb --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- ((Picked unit) has an item of type |cffffcc00Bomb|r) Equal to True
- (Item-class of (Item carried by (Picked unit) in slot 3)) Equal to Powerup
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Do nothing
- Else - Actions
- Hero - Create |cffffcc00Bomb|r and give it to (Picked unit)
- If - Conditions
- -------- Pod --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- ((Picked unit) has an item of type |cffffcc00Pod|r) Equal to True
- (Item-class of (Item carried by (Picked unit) in slot 4)) Equal to Artifact
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Do nothing
- Else - Actions
- Hero - Create |cffffcc00Pod|r and give it to (Picked unit)
- If - Conditions
- -------- Legs --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- ((Picked unit) has an item of type |cffffcc00Legs|r) Equal to True
- (Item-class of (Item carried by (Picked unit) in slot 5)) Equal to Purchasable
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Do nothing
- Else - Actions
- Hero - Create |cffffcc00Legs|r and give it to (Picked unit)
- If - Conditions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Unit Group - Pick every unit in (Units of type ROBO) and do (Actions)
- Events
Heres what it does.
It starts you off with item holders to reserve item spots for your "parts"
Then after you receive a "part" it is taken to its reserved spot.
It destroys the holder item but drops if its a "part"
HOWEVER
because parts need to be droppable, they can be moved, which allow multiple of the same class of part in the inventory, which i dont want
Can anyone tell me how to fix this?
I made this system by scratch and didnt bother to find a tutorial on it so i dont know if theres a better one out there.