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How can I properly clone and save a players inventory in a GUI?

Asked by 5 years ago
Edited 5 years ago

I'm creating a custom inventory, called cauldron, and in the cauldron I have potions. The number of different potions a player has depends on their level, called Power. If they are Power 5, they have access to potions 1-5. I have this scrolling frame, and am trying to make it so that when the player opens the cauldron GUI, they see all of their potions there. So far I have a script that loops through based on the players Power.

I'm having an issue where I don't know how to make it so this GUI is only updated when needed. So far it will keep cloning the frames every time I click to open the GUI. Should I make this happen when the player first connects to the server, and then only update it when the reach a new Power level?

Also, should I be using a remote for this? I know I will have a remote for enabling the actual potion to be used by the player.

--When player clicks button, actual cauldron inventory pops up (CauldronScrollFrame)

cauldronOuterFrame = script.Parent.Parent.Parent:FindFirstChild("CauldronOuterFrame")
cauldronSideBtn = script.Parent

--get indiviual ptn frame that will be cloned
local template = script.Parent.Parent.Parent:WaitForChild("CauldronOuterFrame"):WaitForChild("CauldronScrollFrame")
                    :WaitForChild("Spell1")
print (template.Name)

function onClick()
--duplicate ptnFrame for every ptn based on Power

--get player's Power lvl to determine what ptns will be visible on cauldronFrame
local plrPower = game.Players.LocalPlayer.leaderstats.Power.value

for i = 2, plrPower do --i = 2 because you start with lvl1ptn, which is included in the total Power
    local new = template:Clone()
    new.Name = "Spell"..i
    new.Parent = template.Parent
end

--print "CaulSideBtn clicked, opening scrollFrame gui..."
if cauldronOuterFrame.Visible == false then
    cauldronOuterFrame.Visible = true
    --print "Frame made visible"
elseif cauldronOuterFrame.Visible == true then
    cauldronOuterFrame.Visible = false
    --print "Frame made invisible"
end
end

cauldronSideBtn.MouseButton1Click:Connect(onClick)

https://gyazo.com/8b74fb619ea3a7487238f2831048d657

1 answer

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Answered by
Nowaha 459 Moderation Voter
5 years ago
Edited 5 years ago

You can save their inventory contents whenever they leave by using a DataStore. When they join back, you can then load that data and put the items back into their inventory.

Refer to this, https://developer.roblox.com/en-us/articles/Data-store, and YouTube for further help. There's plenty of good tutorials around.

You can save all the data by doing something like this:

local playerInventory = {};

for index, object in pairs(Inventory parent of all the potions) do
    table.insert(playerInventory, object.Name);
    -- If you need an image, for example, you can do
    table.insert(playerInventory, {
        name = object.Name,
        image = object.ImageLabel.Image,
        power = 1}
    );
end;

inventoryDataStore:SetAsync(player.UserId .. "-inventory", playerInventory);

It loops through all the items inside of the player's inventory, and then adds them to a variable. Then at the end it pushes it to the data store.

Then when they log back in you can load the data and add inventory items again.

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