HL-Inventory (DBAS)
Comment: '-----------------------------...'
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If there is nothing selected but we detect a single click
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Comment: '-----------------------------...'
------------------------------------------------------------------------------------------------------------
There is something detected and we want to place it in the Inventory
------------------------------------------------------------------------------------------------------------
Comment: '-----------------------------...'
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If there is nothing selected but we detect a double click
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Comment: '-----------------------------...'
-----------------------------------------------
Equipment Dialog was clicked
-----------------------------------------------
Comment: '-----------------------------...'
----------------------------------------------------
Show the Item Information Dialog
----------------------------------------------------
Comment: '-----------------------------...'
-------------------------------------------------------------------------------------
The Inventory Dialog or Equipment Dialog was clicked
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Comment: 'TODO if a button is remade, w...'
TODO if a button is remade, we will be able to run this trigger without worry about the tooltip
Comment: '-----------------------------...'
----------------------------------------------------------------------------------------
Let's ensure the item was used and not somewhere else
----------------------------------------------------------------------------------------
Comment: '-----------------------------...'
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If we are currently dragging an item, please try to set it down
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Public
Functions
Private
Globals
Constants
Structs
Listener Triggers
Inventory Item Clicked
Pickup Item
Drop Item
Show/Hide Equipment
Show/Hide Dragged Dialog
Create Inventory Setup
Get Equipment Dialog
Item Fits in Inventory at Position
Get Item Class
Remove Item from Position
Ability Command
Get Image From Unit
Recreate Equipment Slot
Get Inventory Ability
Place Item at Position
Get Dragged Item Dialog
Get Inventory Dialog
Get Item Tooltip
Show/Hide Inventory
Update Dragged Item Panel
Toggle Inventory Dialog
Toggle Equipment Dialog
Create Equipment Setup
UntitledFunction001
Order Set Target Item
Determine Correct Dialog Item
Empty Inventory Slot
Add Item To Inventory
Add Equipment Slot
Get Width/Height From Unit
Get Item Effect
TriggerAddEventUnitInventoryChange(lv_trigger, UnitRefFromUnit(lp_linkedUnit), c_unitInventoryChangePicksUp, null);
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<c val="FF0000">Inventory is full!</c>
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Tooltip
Equipment
Item Height
Inventory
Linked Unit
Height
Item Width
Inventory
Width
Position Y
Ability
Inventory Ability
Inventory
Y
Unit
Equipment Id
Item Width
Inventory Id
X
Y
Position X
Width
Inventory
Index
Inventory Id
Triggering Player
Image
Image
Unit
Height
X
Y
Equipment ID (player #)
Ord
Inventory
Triggering Player
Inventory ID (player #)
Linked Unit
Y
Itm
Item Class
Dragged Id
X
Position Y
Item
Y
X
Position Y
Item Width
Unit
Dialog
Height
Item
Dragged Item Id
Unit
Player
Width
Inventory Ability
Unit
Item Class
Width
Height
Show/Hide
Show/Hide
Background Image
Triggering Player
Width
Show/Hide
Equipment
X
Player
Slot
Background Image
Item Height
Position X
Width/Height
Position X
Item Height
Width/Height
Height
Width
Dragged Dialog
Equipment
Item
Inventory
TempY
InventoryEquipOrUse
Height
Temp
Width
TempX
Temp Item
Screen
Image
TempX
CheckX
Height
TempY
Dragged Item
currentDialogIndex
pickup success
Buttons
Inventory
LoopX
Equipments
DI Button
Placement X
Image
trigger
TempX
Image
Temp
Size X
Last Created Slot Button
Doubleclick
Size Y
Graphic
Width
Inventory Ability
bool
Info
SlotCounter
SlotCounter
Item
Width
ItemUnit
Items
Class
Accepted Item Classes
Height
TempY
TempY
Unit
Usable Slots
Inventory Ability
Inventories
result
TempX
CheckY
TempY
Item Class Name Start
button
TempX
Item
Image
Linked Unit
Name
CheckHeight
Items
Position X
Width
test string
TempY
Screen
Replaced Item
bool
Image
Temp
TempX
TempX
Temp
Height
Dragged Item Dialog
Position Y
Temp
Dialog
LoopY
Item Class Name Uses Word
CheckWidth
Item
Temp
DI Image
TempY
Placement Y
Slots
Item
Linked Unit
TempY
boolean
TempX