"Crafting" Style System

  • #10, by afrlmeWednesday, 09. August 2017, 19:51 7 years ago
    Should be on the wiki under script index. Pretty sure I shared my scripts I used for ALLD demo as we needed to combine items & remove & insert the new item.

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  • #11, by MachtnixWednesday, 09. August 2017, 23:28 7 years ago
    I haven't look into the other scripts (there is "replace item" and "insert item" you can use); you may be right. You have to fit all scripts together if you want something as the threadstarter want, well?

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  • #12, by afrlmeThursday, 10. August 2017, 00:05 7 years ago
    I haven't look into the other scripts (there is "replace item" and "insert item" you can use); you may be right. You have to fit all scripts together if you want something as the threadstarter want, well?
    Replace item is used to remove an item & place another in the same spot as the one you removed. Insert item allows you to place an item before or after another item you specify - if I remember correctly...

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  • #13, by ygmantellThursday, 10. August 2017, 01:19 7 years ago
    I don't think youre understanding, but I appreiate the replies.

    I think I'll just go with items only able to combine on a certain scene with a condition.

    So, I guess my question is:  am I able to change the look of the inventory at will.

    Like, when on this scene, the inventory looks one way, then a different way on another scene.
    (Presumably through a condition)

    Thanks!!

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  • #14, by MachtnixThursday, 10. August 2017, 01:56 7 years ago
    I'm just playing "Memoria" and the main characters have up to four inventories with little differences. The inventary gets 0 to 3 additional buttons to use 0-3 forms of magic, it's allways the same character and the differences depend on some skills the character has or situations of the game. So if little differences between four menues are possible I think other differences are possible too: bigger ones, other shapes, textures or colours; I think it depends on the background graphic you use for inventary menues and how to switch between them. You need condition requests and so on. My fairy tale inventory has an animation with opening cover and use some levels beneath and over items; maybe you can show one level and hide another instead. So if you are in a natural scene you can choose a leaf menue, in a steampunk scene you can use a brass menue. But the items and their arrangement are - of course - allways the same.

    But I never tried it.

    I hope this is a correct understanding - English often leads me to a wrong target.

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  • #15, by ygmantellThursday, 10. August 2017, 03:06 7 years ago
    Okay, I figured it would be possible.  Thank you for your help!

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