This system allows you to add inventory with an easily customizable look to your project. The inventory may contain an unlimited (you yourself can limit) the number of custom items, and also has a weapon equipment system from it.
Inventory works with a standard system for saving and loading, and also has the ability to transfer items between levels.
The system includes:
- Inventory script
- Collected Item Script
- WinZone script with saving items for transferring between levels
- Default inventory style
You will also receive:
- Style of inventory "Castle"
- Three demo items
- Three demonstration items of weapons to equip through inventory
(The demo weapons may not work correctly, since the ID of the weapon may differ for you, see the 'Create weapons that can be equipped' item for details)
Abbreviated Usage Documentation
Adding inventory to a level
To add inventory to a level, place any entity on it. Change the properties of this entity:
- Static Mode on No
- Always Active on Yes
- Main on stv233\inventory system pro\stv233_inventory_system_pro.lua
Set the Name property according to the following pattern:
The name of the entity should consist of 3 parts, separated by the symbol "_"
1) The first part of the Name is the name of the visual style of the inventory. Visual styles are in "Game Guru \ Files \ databank \ InventoryPro \ Style"
2) The second part of the Name is responsible for the state in which the inventory will be added. Specify "New" if you want the inventory to be added empty or specify "Load" if you want the inventory to load from the previous level.
3) The third part of the Name is responsible for the number of slots available in the inventory, if “Load” was indicated in the second part, then the number of slots will be transferred from the previous level, however, it is recommended to always indicate the third part of the name, since if for some reason load inventory from the previous level will not work, the number of slots will be taken from the Name.
Now inventory is added. Launch the level and press B to open the inventory. Use the WASD keys to move through the slots. The E key is responsible for equipping or using an item, if permissible. The X key is responsible for removing an item from inventory, if applicable.
You can also set sounds in the entity properties that will be used in the inventory.
- Sound0 - Opening inventory
- Sound1 - Closing inventory
- Sound2 - Switching between cells
- Sound3 - Using the item
- Sound4 - Deleting an item
To create a new item, create a new folder along the path "Game Guru \ Files \ databank \ InventoryPro \ Items". Name it what you want to name the item. Go to the created folder and create the file "init.dat". Enter the following lines in this file:
Instead of "Type", specify "0" if you want to create an item that cannot be used, specify "1" if you want to create an item that can be used. Specify "2" if you want to create an equipped weapon.
Instead of "Effect", indicate the effect number that will be applied after using the item.
List of Standard Effects:
- 1 - Add health
- 2 - Add lives
- 3 - Set health
- 4 - Set lives
- 5 - Cause damage to the player
You can add new effects yourself.
Instead of "Count" specify the amount in which the effect will be applied. For example, if you selected "Add health" and indicated “50” in this line, then the player will be added 50 health points.
Instead of "Image" specify the relative path1 to the image that will be used as the icon of the item.
CanDeleted=Is it possible
Instead of "Is it possible" specify "0" if you want to create an item that cannot be removed from inventory, specify "1" if you want to create an item that can be removed from inventory
Instead of "Description Image", specify the relative path1 to the image that will be used as the description of the item.
Create weapons that can be equipped
To create a weapon that can be equipped, repeat all the steps from the Item creation item, except for some fields:
Item type '2' indicates that the item will be a weapon.
Instead of "Effect", specify the ID of the weapon that the player will receive when equipping the item.
To find out the ID of the weapon, you can insert this line of code into the main function of any other script.
In this case, the ID of the weapon that the player is holding is displayed.
!! Weapon IDs in editor and standalone version may vary. !!
Adding an item to a level
To add an item to a level, place any entity on it. Change the properties of this entity:
- Static Mode on No
- Always Active on No
- Main on stv233\inventory system pro\stv233_ispro_collectables.lua
In the Name property, enter the name of the item that will be picked up by the player. In the Strength property, the number of items that will be received by the player.
You can also specify sounds in the properties of the entity that will be used when interacting with the subject
Saving inventory between levels
- Sound0 - Getting an item
- Sound1 - Inventory is full
To saving inventory between levels, you must create conditions on both. At the level from which we transfer (hereinafter referred to as level 1) and at the level to which we are transferred (hereinafter referred to as level 2).
At level 1, place the Win Zone, in the Main property of this zone specify "stv233 \ inventory system pro \ Markers \ winzone_is.lua".
In the If Used property of this zone, specify the name of level 2.
At level 2, create an inventory according to the item 'Adding inventory to a level'. For the second part of the name, specify "Load".
To create visual inventory styles, it is recommended to use the Inventory Editor
program (Program Inventory Editor is not part of this product and is not required for its performance.
), however you can do it manually. You can read more about this in the documentation attached to the script.