owner of buying unit gak bisa jadi jaminan, kalo kita beli item dari kurir yang di share owner punya temen kita, maka item itu bakal jadi muted,
owner of buying unit gak bisa jadi jaminan, kalo kita beli item dari kurir yang di share owner punya temen kita, maka item itu bakal jadi muted,
tuh dah gw buatin trigger nya diatas.
donlod ajah... :pwv:
dah kok sebelumnya,
tq y dah mau repot2
tapi tep ja owner of buying unit gak ada jaminannya jadi pemilik item tu, makanya diganti unit,
RELEASE :
DOTA ITEM SYSTEM :
Contains :
- ANTI POOLING SYSTEM
- COMBINING SYSTEM WITH FULL INVENTORY
All In GUI...
Hope U Enjoy... :pwcool: :pwv:
Contact me if u find any bug :pwpusing:
Created by BuaYa JingKraK :pwv:
Mayan mayan... sample map di rumah jadi banyakan....
ni laporan bug, gw baru cek bentar dah ada bug seabreg
- kalo item slot full, kita beli item dan itemnya bakal ilang
- Selalu ada wait lama tiap kita ambil atau lepas item, gw tau om kasi wait 0.01 sec, itu gak mungkin lah, minimum wait dalam trigger tu 0.10 sec..
- kalo kita langsung kasih item kita ke unit temen, maka item itu masih valid, dan ketika didrop dan diambil lagi pun masih valid.
punya gw gak ada krusakan, dan dah siap pake
no offense but, kalo kita beli item PAKE ANIMAL COURIER TEMEN, maka ITEM ITU TIDAK BERUBAH JADI PUNYA TEMEN, karenanya OWNER OF BUYING UNIT bukan jaminan, dan OWNER OF SOLD UNIT yang paling bener, maka dari itu ITEM diganti jadi UNIT SEMUA
Gw liat ndiri kalo ADA UNIT BERGAMBAR ICON ITEM di object data Dota 6.56, biarpun stringnya udah corrupt, tapi gw tau klo unit tu yang dijual di shop dan BUKAN ITEM,
Gw liat lagi tu yang namanya Cache of Quelthalan,
Techtree - Items Sold = kosong
Techtree - Units Sold = ada 11 rawcode unit
Bukannya gw nglawan ya om tapi ini trigger gw
Code:Items Sells
Events
Unit - A unit Sells a unit
Conditions
Actions
For each (Integer A) from 1 to Items_Count, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Items_Units[(Integer A)]
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Basic - Inventory CoP for (Buying unit)) Greater than 0
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Sold unit)) is in PlayersSentinel) Equal to True
Then - Actions
Set tempPoint2 = (Center of Fountain Sentinel <gen>)
Else - Actions
Set tempPoint2 = (Center of Fountain Scourge <gen>)
Item - Create Items_Uncarry[(Integer A)] at tempPoint2
Item - Change ownership of (Last created item) to (Owner of (Sold unit)) and Change color
Custom script: call RemoveLocation(udg_tempPoint2)
Else - Actions
Set tempUnit1 = (Buying unit)
Set tempPoint2 = (Position of (Buying unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Buying unit)) Equal to (Owner of (Sold unit))
Then - Actions
Item - Create Items_Carry[(Integer A)] at tempPoint2
Else - Actions
Item - Create Items_CarryInvalid[(Integer A)] at tempPoint2
Item - Change ownership of (Last created item) to (Owner of (Sold unit)) and Change color
Hero - Give (Last created item) to tempUnit1
Trigger - Run Items Move Speed <gen> (checking conditions)
Custom script: call RemoveLocation(udg_tempPoint2)
Unit - Remove (Sold unit) from the game
Skip remaining actions
Else - Actions
Code:Items Acquire Fix
Events
Unit - A unit Acquires an item
Conditions
Actions
For each (Integer A) from 1 to Items_Count, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to (Owner of (Item being manipulated))
And - All (Conditions) are true
Conditions
((Owner of (Item being manipulated)) is in PlayersScourgePlaying) Equal to False
((Owner of (Item being manipulated)) is in PlayersSentinelPlaying) Equal to False
(Item-type of (Item being manipulated)) Equal to Items_CarryInvalid[(Integer A)]
Then - Actions
Set tempPoint1 = (Position of (Triggering unit))
Item - Create Items_Carry[(Integer A)] at tempPoint1
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Owner of (Item being manipulated)) is in PlayersScourgePlaying) Equal to False
((Owner of (Item being manipulated)) is in PlayersSentinelPlaying) Equal to False
Then - Actions
Item - Change ownership of (Last created item) to (Owner of (Triggering unit)) and Change color
Else - Actions
Item - Change ownership of (Last created item) to (Owner of (Item being manipulated)) and Change color
Item - Set charges remaining in (Last created item) to (Charges remaining in (Item being manipulated))
Item - Remove (Item being manipulated)
Hero - Give (Last created item) to (Triggering unit)
Set tempUnit1 = (Triggering unit)
Trigger - Run Items Move Speed <gen> (checking conditions)
Custom script: call RemoveLocation(udg_tempPoint1)
Skip remaining 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 Items_Carry[(Integer A)]
(Owner of (Triggering unit)) Not equal to (Owner of (Item being manipulated))
Then - Actions
Set tempPoint1 = (Position of (Triggering unit))
Item - Create Items_CarryInvalid[(Integer A)] at tempPoint1
Item - Change ownership of (Last created item) to (Owner of (Item being manipulated)) and Change color
Item - Set charges remaining in (Last created item) to (Charges remaining in (Item being manipulated))
Item - Remove (Item being manipulated)
Hero - Give (Last created item) to (Triggering unit)
Set tempUnit1 = (Triggering unit)
Trigger - Run Items Move Speed <gen> (checking conditions)
Custom script: call RemoveLocation(udg_tempPoint1)
Skip remaining actions
Else - Actions
Code:Items Acquire Ground
Events
Unit - A unit Acquires an item
Conditions
Actions
For each (Integer A) from 1 to Items_Count, 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 Items_Uncarry[(Integer A)]
Then - Actions
Set tempPoint1 = (Position of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to (Owner of (Item being manipulated))
And - All (Conditions) are true
Conditions
((Owner of (Item being manipulated)) is in PlayersScourgePlaying) Equal to False
((Owner of (Item being manipulated)) is in PlayersSentinelPlaying) Equal to False
Then - Actions
Item - Create Items_Carry[(Integer A)] at tempPoint1
Else - Actions
Item - Create Items_CarryInvalid[(Integer A)] at tempPoint1
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Owner of (Item being manipulated)) is in PlayersScourgePlaying) Equal to False
((Owner of (Item being manipulated)) is in PlayersSentinelPlaying) Equal to False
Then - Actions
Item - Change ownership of (Last created item) to (Owner of (Triggering unit)) and Change color
Else - Actions
Item - Change ownership of (Last created item) to (Owner of (Item being manipulated)) and Change color
Item - Set charges remaining in (Last created item) to (Charges remaining in (Item being manipulated))
Item - Remove (Item being manipulated)
Hero - Give (Last created item) to (Triggering unit)
Set tempUnit1 = (Triggering unit)
Trigger - Run Items Move Speed <gen> (checking conditions)
Custom script: call RemoveLocation(udg_tempPoint1)
Skip remaining actions
Else - Actions
NB: Pick item every 0.02 seconds sama sekali gak lag ataupun leak, PlayableMap itu udg variabelCode:Items Changing
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Item - Pick every item in PlayableMap and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked item) is owned) Equal to False
Then - Actions
For each (Integer A) from 1 to Items_Count, do (Actions)
Loop - 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 (Picked item)) Equal to Items_Carry[(Integer A)]
(Item-type of (Picked item)) Equal to Items_CarryInvalid[(Integer A)]
Then - Actions
Set tempPoint1 = (Position of (Picked item))
Set tempPlayer1 = (Owner of (Picked item))
Set tempInteger2 = (Charges remaining in (Picked item))
Item - Remove (Picked item)
Item - Create Items_Uncarry[(Integer A)] at tempPoint1
Item - Change ownership of (Last created item) to tempPlayer1 and Change color
Item - Set charges remaining in (Last created item) to tempInteger2
Custom script: call RemoveLocation(udg_tempPoint1)
Else - Actions
Else - Actions
NO OFFENSE OM, REALLY
pusing liat triggernya @@..hehe tar gw coba2 ah
Udah gw cek berkali2...
Gak ada masalah sama sekali....
- kalo item slot full, kita beli item dan itemnya bakal ilang
Ilang?
gak tuh? TOlong diliat lagi lebih teliti.
2 Bracer = 1 Bracer Level 2.
Klo Inventory penuh maka item tersebut akan di drop.
Saya set drop point nya di point (0.0, 0.0)
Lihat dota klo gak percaya waktu inven u penuh maka di drop di tengah area fountain...
- Selalu ada wait lama tiap kita ambil atau lepas item, gw tau om kasi wait 0.01 sec, itu gak mungkin lah, minimum wait dalam trigger tu 0.10 sec..
Wait lama?
Perhatikan delay dalam dota.
Dan wait 0.01 sec itu bukan sengaja gw kasih biar bagus2 ato gimana.
Itu wajib diberi soalnya klo wait diilangin pasti Crash!
Ga percaya silakan coba sendiri.
Di dota UNIT CHEST itu sudah diganti.
Unit CHest itu gak punya animasi lain selain stand.
Hal ini pengaruh juga dalam delay.
Soalnya saya ga pake UNIT CHEST punya DOTA.
- kalo kita langsung kasih item kita ke unit temen, maka item itu masih valid, dan ketika didrop dan diambil lagi pun masih valid.
Tolong di cek lebih dahulu dengan menggunakan command "check" item itu milik siapa.
Perhatikan baik2.
Saya dah tes sampe mata boloran juga ga ngebug gitu koq...
Klo dipake temen yang masih sama PLAYER nya emang masih bisa.
Di dota pun bisa koq....
no offense but, kalo kita beli item PAKE ANIMAL COURIER TEMEN, maka ITEM ITU TIDAK BERUBAH JADI PUNYA TEMEN, karenanya OWNER OF BUYING UNIT bukan jaminan, dan OWNER OF SOLD UNIT yang paling bener, maka dari itu ITEM diganti jadi UNIT SEMUA
Animal COurier? Liat itu di map gw CHAR blademaster yang WARNA BIRU itu Full shared Unit Control. Gak ada beda nya sama ANIMAL COURIER.
Dan Ga ada masalah.
Dan saya GAK PAKE OWNER OF BUYING UNIT.
Klo ga percaya : Tolong ya di cek yang bener..
Beli item make BLADEMASTER, trus kasih ke PALADIN. Ato drop ke tanah trus ambil oleh PALADIN. Maka item itu akan Mute.
Dan begitu juga sebaliknya...
Gw liat ndiri kalo ADA UNIT BERGAMBAR ICON ITEM di object data Dota 6.56, biarpun stringnya udah corrupt, tapi gw tau klo unit tu yang dijual di shop dan BUKAN ITEM,
Nah trus ini yang bilang ini sapa? :pwmoh:
Saya juga ngga offense tapi sudah saya cek smua dan ga ada bug nya dan saya juga pusing situ buat pernyataan bolak balik gitu...:pwpusing:
dah deh om sori2
ini kan item sistem gw dah selse, daripada masalah lanjut trus n malah ke pribadi, udah case closed ja ya, klo efek sama coding beda kan gak masalah,
ciao
sama2 :pwnyerah:
Mati kali linknya.
Mo nanya neh mohon minta perbandingan baik buruknya di dua kondisi ini.
- membuat map dengan TANPA unit. Lalu dengan trigger dibuatlah unit unit tersebut.
- membuat map dengan unit yang langsung dipasang di world editor. Jadi tidak pakai trigger.
Bagusan mana neh. Kasih plus minusnya y.
membuat map tanpa unit. lbih bgus.
klo yg suda di pasang. otomatis mkn bnyk variable. dan map size jd gede.
gw mo nanya jg donk, klo double free, atau free location yg uda null tu berakibat ap??
kk kk mau tanya lage...gimana cara ilangin "press any key" pas awal2 game?? :witch: