Inventory Q

  • Thread starter Thread starter Taerar
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Taerar

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Does anyone know how to make an inventory with more than 6 slots? Would it work if i gave the inventory ability to somthing based off of spellbook and then click on the book to open another inventory? Sry if this has alreadsy been asked but i dun wanna go searching through all the threads... :/ Oh and I'd like to get an answer without "code" or "JASS" I still don't get those things..
 
what you can do, is have a spell book in the inventory, then have the spells based off of item abilityies, (just change the ability type in the obj. editor) and then have triggers that remove the ability if its sumthing like a potion.
 
meh.. the thing is that I want it able to do like 6 slots per 1 (regular) slot.. The item thingy by Vex looks kewl but i don't want the whole equip idea..
 
You could make a few dummy items called "bags", and have dummy units for each one, and then have each "bag" open the inventory of the summy unit associated with it. you would have to make some system for picking up stuff and moving between bags, if you get it to woek make sure to put it in free trigger code section.
 
or mabey you could have a bunch of variables storing items, and then when you type "inventory <1-6>" it will give you the items in that inventory.
 
kewl idea's but i'm not advanced enough to know any custom triggering.. the dummy unit sounds kewl if you could make like 6 dummy units that had inventories.. however i don't think it'd work.. :/
 
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