I want to to try coding it myself as I am building a RPG from scratch, but I can't seem to pinpoint the algorithm on how it is done, like how it saves how the weapon equips how the trade works, is it done in a database? etc2.
Here's an example of it loading from a Halloween project of mines:
01 | local itemImages = { BatBag = 1100717940 , SpookyBag = 1100713485 , Assassin = 1101322675 , CyborgRobot = 1100642982 , |
02 | Dino = 1100627791 , DragonClaw = 1109312454 , GoldenSuit = 1106505688 , Korblox = 1100636628 , Mummy = 1100627970 , |
03 | Robot = 1109286574 , Skeleton = 1100628054 , Vampire = 1109291534 , Werewolf = 1109298324 , Witch = 1100634227 , |
04 | Zombie = 1101322890 , Balloon = 1124173755 , Alligator = 1100538890 , Doge = 1100495144 , Duck = 1100540326 , |
05 | IceDragon = 1100534252 , Penguin = 1099554010 , Pony = 1100536636 , Pumpkin = 1100542892 , RedDragon = 1100498452 , |
06 | Bicycle = 1107566033 , EvilRoped = 1100782059 , GoldenRoped = 1100782148 , HyperBike = 1106485232 , Motorcycle = 1100781914 , |
07 | Superbike = 1107523068 , MidnightMotorcycle = 1128283829 , GhostDragon = 1128283587 , HalloweenFireworks = 1128284020 , Tarantula = 1128283703 , PumpkinBag = 1100713612 , |
08 | PumpkinTrickorTreater = 1139816580 , TheLondoner = 1139805489 , SkeletonDog = 1139826749 , |
09 | } |
10 |
11 | local loadInventory = spawn( function () |
12 | AssignData.OnClientEvent:Connect( function (allData) |
13 | local dataTable = { Vehicles = allData.Vehicles, Gears = allData.Gears, Costumes = allData.Costumes, |
14 | Pet = allData.Pet, Bags = allData.Bags, EquippedGear = allData.gearEquipped, EquippedPet = allData.petEquipped, |
15 | EquippedBag = allData.bagEquipped, EquippedCostume = allData.costumeEquipped, EquippedVehicle = allData.vehicleEquipped, |