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.
COMMUNITY QUESTION
How was the inventory system in Swordburst II done?
1 answer
Here's an example of it loading from a Halloween project of mines:
local itemImages = {BatBag = 1100717940, SpookyBag = 1100713485, Assassin = 1101322675, CyborgRobot = 1100642982,
Dino = 1100627791, DragonClaw = 1109312454, GoldenSuit = 1106505688, Korblox = 1100636628, Mummy = 1100627970,
Robot = 1109286574, Skeleton = 1100628054, Vampire = 1109291534, Werewolf = 1109298324, Witch = 1100634227,
Zombie = 1101322890, Balloon = 1124173755, Alligator = 1100538890, Doge = 1100495144, Duck = 1100540326,
IceDragon = 1100534252, Penguin = 1099554010, Pony = 1100536636, Pumpkin = 1100542892, RedDragon = 1100498452,
Bicycle = 1107566033, EvilRoped = 1100782059, GoldenRoped = 1100782148, HyperBike = 1106485232, Motorcycle = 1100781914,
Superbike = 1107523068, MidnightMotorcycle = 1128283829, GhostDragon = 1128283587, HalloweenFireworks = 1128284020, Tarantula = 1128283703, PumpkinBag = 1100713612,
PumpkinTrickorTreater = 1139816580, TheLondoner = 1139805489, SkeletonDog = 1139826749,
}
local loadInventory = spawn(function()
AssignData.OnClientEvent:Connect(function(allData)
local dataTable = {Vehicles = allData.Vehicles, Gears = allData.Gears, Costumes = allData.Costumes,
Pet = allData.Pet, Bags = allData.Bags, EquippedGear = allData.gearEquipped, EquippedPet = allData.petEquipped,
EquippedBag = allData.bagEquipped, EquippedCostume = allData.costumeEquipped, EquippedVehicle = allData.vehicleEquipped,
}
local loadBags = spawn(function()
local frame = InventoryFrame.Frames.Bags:GetChildren()
for i = 1,#frame do
if frame[i]:IsA("ImageButton") and frame[i].item.Value == "Empty" then
local costumeTable = dataTable.Bags
for i = 1,#costumeTable do
frame[i].item.Value = costumeTable[i]
frame[i].Visible = true
frame[i].ItemImage.Image = "rbxassetid://".. tostring(itemImages[costumeTable[i]])
frame[i].BorderColor3 = Color3.new(27/255,42/255,53/255)
if dataTable.EquippedBag == costumeTable[i] then
frame[i].BorderColor3 = Color3.new(0,170/255,0)
end
if mainFrame.Parent.ShopFrame.TabConnection.Bags:FindFirstChild(costumeTable[i]) then
mainFrame.Parent.ShopFrame.TabConnection.Bags[costumeTable[i]].TextButton.Text = "Own"
end
frame[i].Parent.PopUp.Visible = false
end
end
end
end)
end)
1 comment
0
That is for inventory, trade is something similar to this but just more logic into it.
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4 comments
I think i know how to do it?
Try adding a toolbox sword is that what your looking for?
Here are the ingredients, looping, tables, boolvalue, and data stores. Check each boxes in the inventory system, and loop them which then sets images to each box. You of course do this by loading the data, and firing a event to client to then be stored in a parameter as a table is there. Once done, set up the loop for the boxes and check for boolvalue named 'Empty'. Do the loop, and include end.
The images are set by creating a table full of asset Id's of the items, I can keep going on with my system but there is similar ways.