#4, by afrlmeTuesday, 23. September 2014, 16:27 11 years ago
I believe you are talking about an inventory system with similar traits to rpg games in which the player can manipulate abilities or stats of a character by applying certain clothing or accessories to said character, no?
The default inventory system of Visionaire Studio works in the same way as the save system does. It has infinite slots & it also adds the items to the next empty slot in the inventory, thus you can't manually specify a slot in which an item should go, well not without using lua at any rate & even then you would have to manipulate all item/inventory positions each time you added or removed an item.
I'm not sure if it's possible for me to explain what I mentioned in my previous reply, in a few words.
The basic gist of it is:
1. Create an interface
2. Create the inventory slots, but instead of setting them as item placeholders, set them as action areas.
3. Now create more buttons as action areas - 1 per game item & give each one same name as one of your game items.
4. Create an animation in each one & name it same as button name. Add the static or animated item image to it & set the loop amount to infinite.
5. You need to create a condition for each item which you will enable/disable if item is or is not in characters inventory.
6. After you drop an item on a slot, you will set the animation position to the slot & perform whatever other actions you need it to do.
I can't really go into loads of detail, otherwise I will be here all day, as this is all theoretical. Sorry.