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Post by alarconte on Jul 8, 2014 6:31:01 GMT 1
One question, I don't have bought yet the inventory 'cause I don't know if it will suit my needs.
It's possible without a total pain of copy/pasting states and replacing manually every variable and object assignment, to duplicate the inventory in order to have two inventories and equip panels? I read that you can use containers as inventories, but isn't the same as a real "backpack" linked to other equip panel, Example, as a team of 4 members, everyone with his inventory and equipment.
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Post by Super Admin on Jul 8, 2014 8:38:28 GMT 1
HI and thank you for your question, as it is now the Inventory is not easy changeable in that way cause there are some global variables included and some other things, i am not saying that is not possible but you can't do that with few clicks in other words you will have to think your own way to create multiple inventories for different people, but i plan to update this system soon after i am done with this new game of mine, it will be version 3 with some other possibilities where you will be able to do something like that. Have also some requests related to different type of inventory, for example inventory like in Skyrim where you have scrollable list of items and preview etc. Maybe later on as a different type of inventory i will include Diablo type of inventory with drag and drop + some other types, depends on success of a system. So in time it will improve as system and there will be a lot of things for different type of games Hope this answers your question Cheers !!!
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Post by alarconte on Jul 24, 2014 16:39:30 GMT 1
Thanks. At this time, while I make the rest of the game (I'm letting inventory to the end of the basic process right now), I decided an important workaround so I will not need that feature.
But I need to know 2 very important things;
-Can I limit the number of max items, or best, the number of max items by type (like, you can have any amount of weapons you want, but a max amount of cargo containers), and, -Can I make different shop prices for the same items? (Like in a Pirates/traders game, where you buy low in on place and sell high in another.
(apart from that, I thought that I can randomize create every time a different shop with different quantity of items, but if prices are tied to items and not to shops...)
And, finally, -Is buy/sell difference price harcoded?
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Post by Super Admin on Jul 24, 2014 19:01:15 GMT 1
Hi, i am currently very close to finish my next update, i managed to rewrite almost everything system related, no globals (except for few like font size, icon size, scaled icon and those variables that are meant to be global) so i hope i will finish everything soon. I am telling you this because item setup will be far easier than in current system, no other FSM components only one where you set everything, no global checks, bools, no nothing, it works great now, need to finish equip system and some other stuff, maybe Daikon Forge to add or will leave that for later update but system overall is better. Here is the example of equip system before and now, on the left side is previous equip system, on the right is current which is far simpler : To answer you question, in you version current item price is calculated by price divided by price factor (global) which is good i think and you can do something like this: When shop opens you can just set that global value as you want, you item price is 500, you want to be twice as that in shop you will divide that price by 0.5 and it will be 1000, to lover price just increase that number, 500 / 4 = 125, it is set to be 4 as default. You can easily limit your item max number in any container, just before transfer put some checking like this: Use action Hash Table Count which will return number of items in your hash table, than compare that number with local int variable, if count is lower than max limit, proceed with transfer, if equal or higher send event to some warning like can't transfer more items, max limit reached or anything you want. Was this helpful? If you have other questions just let me know Cheers!!!
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xion
New Member
Posts: 18
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Post by xion on Sept 21, 2014 10:14:10 GMT 1
is possible now to use multi inventory windows like weapon skills or casting skills
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Post by Super Admin on Sept 21, 2014 10:43:04 GMT 1
Yeah, now it is possible because inventories now can be separated, reason for that lies in local variables since everything is localized now. You can create many backpacks but you have to specify buttons or keys to open each with each command and where each inventory will appear on your screen. This will require more settings but in the end you can make multiple windows without problems. Cheers!!!
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