"It should be noted that a hero's inventory does not work right now, as the Battle.net friends and microphone buttons override the inventory buttons." Haha, yeah, first thing that struck me when I saw the inventory buttons locations. ^^
I don't know if you are still testing, but if you are you could assign a hotkey to the inventory and align it left (container, not icons), that would probably make it work.
In GameStrings.txt Button/Hotkey/InventoryStorage=I
I have checked but have not yet found any way to do this. The only thing we know how to do for the moment is to open the inventory itself with a hotkey, but not use the actual items. With that I'm not saying it is impossible for the moment being, it's just that no one knows how to do it. :)
Image 2 - Shows the ghost with kerrigans riflle equipped. Unlike the basic rifle that can be seen in the inventory this one has attackspeedbonus, rangebonus and increased damage.
Full image: http://img519.imageshack.us/img519/8003/inventorytutorial3.png
Not that much visible progress today, although you can see the Powerup-container on the screenshots (the protoss gas vessel) and this will probably be working alongside with the new items tomorrow. A tutorial of this will probably be something to bite into :p
Files that has been edited at the moment if you want to take a look:
GameStrings.txt, AbilData.xml, ActorData.xml, ButtonData.xml, EffectData.xml, Item*.xml, ModelData.xml, Objects, UnitData.xml and WeaponData.xml.
If you have two identical items that are stackable (Itemcode at bottom) with max charge of 5. Then make sure you have a setup of say 3 & 2 charges in each and try to stack them on eachother.They wont stack no matter what you do. Might not be a bug since we know little about the structure of items but still weird worth mentioning.
If you have two items that use the same behavior, for example PermanentCloak or PersonalCloaking and then remove one of them, the cloak will be disabled until you toggle the item with the cloak ability in your inventory.
The indexes that has bold has been tested and is working unless italics is there. Comments afterwards. Found them in sc2.exe.
Leaving these here so that people can test, don't have the time for the moment. Will update first post if someone tests and reply with either fail or success so we know which is usable. If you find something missing, just let me know.
ShieldArmorMultiplier
ShieldArmorBonus
LifeArmorMultiplier value="X" - Works, increases the unit lifearmor value by X times
LifeArmorBonusvalue value="X" - Works, works, lifearmor is increased by X
DamageDealtMinimum
DamageDealtMaximum
DamageDealtUnscaled
DamageDealtFraction
DamageDealtScaled
WeaponMinRange
WeaponRange value="x" - Increases range by X
AttackSpeedMultiplier value="x" - Increases attackspeed baseattack * X
The map itself for those who wanna fiddle around: Link Removed: http://www.mediafire.com/download.php?u1yrdrzyzow
Note: I dont think everything I edited is commented at the moment but hey - 6 am ;p
Yeah, I hope CABilPawn does sell/buy shit. Anyone has an idea if the item class thing works at all? I'll be checking itemloot and shit later today too.
Also, for anyone trying my mod, I put some preplaced items for protoss, for the heroes to pick up. Look in the ground for orange shards.
A quick note regarding the items, if create one inventory for Equipment and one for Inventory, then set Equip value="0" for all slots in inventory and 1 for the equipment you can have some sort of rpg-ish gameplay. Just put armor and weapons to have EquipBehaviors only.
<CarryBehaviorArray value="PermanentlyCloaked"/> Active no matter what
<CarryWeaponArray Link="BattlecruiserG"/> Active no matter what
<EquipBehaviorArray value="PermanentlyInvulnerable"/> Active if placed in a slot where Equip is 1
<EquipWeaponArray Link="BattlecruiserA"/> Active if placed in a slot where Equip is 1
You can also make potions for onetime use if you set the <Flags index="KillWhenDepleted" value="1"/> on your item. Havent found a way to have charges yet though. Also, it would be nice if one could have a slot assigned to an item or so. Will experiment around with it and update with findings.
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"It should be noted that a hero's inventory does not work right now, as the Battle.net friends and microphone buttons override the inventory buttons." Haha, yeah, first thing that struck me when I saw the inventory buttons locations. ^^
I don't know if you are still testing, but if you are you could assign a hotkey to the inventory and align it left (container, not icons), that would probably make it work. In GameStrings.txt Button/Hotkey/InventoryStorage=I
And in abildata.xml
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Clearly, you need to join IRC and help with the friendly takeover!
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I have checked but have not yet found any way to do this. The only thing we know how to do for the moment is to open the inventory itself with a hotkey, but not use the actual items. With that I'm not saying it is impossible for the moment being, it's just that no one knows how to do it. :)
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Welcome to this place of wonders! There are a few swedes lying around. :)
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Great job greg. Will check into that later when Im done with the stuff im doing!
Update on my tutmap: Image 1 - Shows the ghost without any weapon equipped and therefor no damage or attack (see infopanel) Full image: http://img27.imageshack.us/img27/6173/inventorytutorial2.png
Image 2 - Shows the ghost with kerrigans riflle equipped. Unlike the basic rifle that can be seen in the inventory this one has attackspeedbonus, rangebonus and increased damage. Full image: http://img519.imageshack.us/img519/8003/inventorytutorial3.png
Not that much visible progress today, although you can see the Powerup-container on the screenshots (the protoss gas vessel) and this will probably be working alongside with the new items tomorrow. A tutorial of this will probably be something to bite into :p
Files that has been edited at the moment if you want to take a look: GameStrings.txt, AbilData.xml, ActorData.xml, ButtonData.xml, EffectData.xml, Item*.xml, ModelData.xml, Objects, UnitData.xml and WeaponData.xml.
Map download link: Link Removed: http://www.mediafire.com/download.php?zmzizt2z4gd
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Item Bugs (?)
Code for item where Bug #1 appears
Bug #2
Official bug report - None for the moment
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Alright, updated with that info, it was my bad. :) Also added the others iggy had dug up.
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The indexes that has bold has been tested and is working unless italics is there. Comments afterwards. Found them in sc2.exe. Leaving these here so that people can test, don't have the time for the moment. Will update first post if someone tests and reply with either fail or success so we know which is usable. If you find something missing, just let me know.
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To see full pic just go to this url http://img163.imageshack.us/img163/9342/inventorytutorial.png Pics from the tutorialmap im working on. Will spend tomorrow adding some more basic items. Drone is going to have another model and be a powerup.
The map itself for those who wanna fiddle around: Link Removed: http://www.mediafire.com/download.php?u1yrdrzyzow Note: I dont think everything I edited is commented at the moment but hey - 6 am ;p
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Alevice, catch greg on IRC, apparently he succeeded in making it. I'm moving along to POWERUP soon. Just have to finish up the items.
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It does, in fact, Renee has already tried it out (sell stuff though pawn), http://translate.googleusercontent.com/translate_c?hl=en&sl=zh-CN&tl=en&u=http://bbs.islga.org/read-htm-tid-39732.html&rurl=translate.google.com&twu=1&usg=ALkJrhhTdkRC-6tq8B0pF_pLnLvXYYXqyg
There is also some update on the revive ability from chilled here http://translate.googleusercontent.com/translate_c?hl=en&sl=zh-CN&tl=en&u=http://bbs.islga.org/read-htm-tid-39737.html&rurl=translate.google.com&twu=1&usg=ALkJrhgyJehhG_4idiSh4BqU8AL5nMfULw
We also have the POWERUP-type http://translate.googleusercontent.com/translate_c?hl=en&sl=zh-CN&tl=en&u=http://bbs.islga.org/read-htm-tid-39729.html&rurl=translate.google.com&twu=1&usg=ALkJrhiiscJv_JQxNLJhlUCP2h5u9ulsLQ which I guess acts like runes did in WC3:TFT. So we have a lot to try out. But I'm still working on the items.
A quick note regarding the items, if create one inventory for Equipment and one for Inventory, then set Equip value="0" for all slots in inventory and 1 for the equipment you can have some sort of rpg-ish gameplay. Just put armor and weapons to have EquipBehaviors only.
<CarryBehaviorArray value="PermanentlyCloaked"/> Active no matter what <CarryWeaponArray Link="BattlecruiserG"/> Active no matter what <EquipBehaviorArray value="PermanentlyInvulnerable"/> Active if placed in a slot where Equip is 1 <EquipWeaponArray Link="BattlecruiserA"/> Active if placed in a slot where Equip is 1
You can also make potions for onetime use if you set the <Flags index="KillWhenDepleted" value="1"/> on your item. Havent found a way to have charges yet though. Also, it would be nice if one could have a slot assigned to an item or so. Will experiment around with it and update with findings.
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Charges shuold be possible I take it, but I dont know how, tried a few times. :D
I'll look into the CAbilPawn later as it seems interesting for maps.
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Got some basics working after following the info from the boards, now to fiddle and see what can be done. Credits to chilled and renee
Map with inventory + the relevant datafiles: http://www.megaupload.com/?d=8LW5HQ3U
Will post more info tomorrow when im not as tired and have looked through the different aspects.
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It looks great, this tool will be helpful. Was going to ask for a way to clear a color but noticed you use rightclick in order to do that.