Could someone walk me through a super basic inventory.
I don't need HP or MP or anything like that just items to be stored in my inventory with a description of that item.
Its for a Tycoon game that I am working on, and I can't get my head around what to do.
I had a look at (viewtopic.php?f=51&t=23071) but don't full understand it but I do get parts of it. Would of been nice if it had diagrams and pitchers of what part of the code dose what, my dyslexia kicks in when I read a description of something i don't full understand
Inventory help?
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
- Sword of Akasha
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Re: Inventory help?
I remember having the same issue when I was first starting out. Lemme see.
You're basically creating a screen with an image map. Below I've attached my version.
In your actual game script. You plug in the if conditions so that objects pop up when you have them. You declare them at the beginning of the game.
This stuff goes into your screens.rpy file. You create screens for the inventory items too. I even have a hover so that people know you're selecting stuff.
The action ShowMenu("objectrobe") jumps you to another screen where you can have details about your item. Put an action in your quick menu show players can jump to your inventory screen.
Here's what it looks like put together. I got a counter for consumables.
You're basically creating a screen with an image map. Below I've attached my version.
In your actual game script. You plug in the if conditions so that objects pop up when you have them. You declare them at the beginning of the game.
Code: Select all
## assorted items -------------------------------------------------------------------------------------------------------
$ save_name = "Chapter 0 Dreams of Spring and Love"
$ inventoryon = False
$ flowers = False
$ capeclasp = True
$ inventoryhint = False
$ noteshint = False
$ musichint = False
$ griffinletter = False
$ zebrascroll = False
$ demo = True
## Ammunition -------------------------------------------------------------------------------------------------------
$ shotgems = 3
$ shotgemsfrost = 2
$ shotgemslight = 2
$ shotgemsfire = 0
The action ShowMenu("objectrobe") jumps you to another screen where you can have details about your item. Put an action in your quick menu show players can jump to your inventory screen.
Code: Select all
# Inventory menu
#
screen inventory():
window:
style "gm_root"
tag menu
use navigationreturnonly
imagemap:
ground "objects/inventory.png"
hover "objects/inventory2.png"
hotspot (20, 15, 150, 150) action Show("objectmagestaff")
hotspot (173, 15, 150, 150) action ShowMenu("inventory")
hotspot (327, 15, 150, 150) action ShowMenu("inventory")
hotspot (475, 15, 150, 150) action ShowMenu("inventory")
hotspot (625, 15, 150, 150) action ShowMenu("inventory")
# Row
hotspot (20, 172, 150, 150) action ShowMenu("objectrobe")
hotspot (173, 172, 150, 150) action ShowMenu("objecthat")
hotspot (327, 172, 150, 150) action ShowMenu("inventory")
hotspot (475, 172, 150, 150) action ShowMenu("inventory")
#hotspot (625, 172, 150, 150) action ShowMenu("inventory")
# Row
hotspot (20, 322, 150, 150) action ShowMenu("inventory")
hotspot (173, 322, 150, 150) action ShowMenu("inventory")
hotspot (327, 322, 150, 150) action ShowMenu("inventory")
hotspot (475, 322, 150, 150) action ShowMenu("inventory")
hotspot (625, 322, 150, 150) action ShowMenu("current_track")
if capeclasp:
imagemap:
ground "objects/capeclasp.png"
hover "objects/capeclasp2.png"
hotspot (475, 172, 150, 150) action ShowMenu("objectcapeclasp")
if flowers:
imagemap:
ground "objects/flowers.png"
hover "objects/flowers2.png"
hotspot (625, 172, 150, 150) action ShowMenu("objectflowers")
if shotgems > 0:
imagemap:
ground "objects/shotgem.png"
hover "objects/shotgem2.png"
hotspot (173, 15, 150, 150) action ShowMenu("objectshotgem")
frame:
xpos (288)
ypos (122)
has vbox
text "{i}[shotgems] {/i}"
if shotgemsfrost > 0:
imagemap:
ground "objects/shotgemfrost.png"
hover "objects/shotgemfrost2.png"
hotspot (327, 15, 150, 150) action ShowMenu("objectshotgemfrost")
frame:
xpos (438)
ypos (122)
has vbox
text "{i}[shotgemsfrost] {/i}"
if shotgemslight > 0:
imagemap:
ground "objects/shotgemlight.png"
hover "objects/shotgemlight2.png"
hotspot (475, 15, 150, 150) action ShowMenu("objectshotgemlight")
frame:
xpos (588)
ypos (122)
has vbox
text "{i}[shotgemslight] {/i}"
if shotgemsfire > 0:
imagemap:
ground "objects/shotgemfire.png"
hover "objects/shotgemfire2.png"
hotspot (625, 15, 150, 150) action ShowMenu("objectshotgemfire")
frame:
xpos (738)
ypos (122)
has vbox
text "{i}[shotgemslight] {/i}"
frame:
xpadding 10
ypadding 10
xalign 0.05
yalign 0.9
has vbox
text "Inventory"
imagemap:
ground "objects/jumptonotesbutton.png"
hover "objects/jumptonotesbutton2.png"
hotspot (503, 495, 230, 100) action [Play("sound", "soundeffects/Sound Effect - Paper Rustle 6.mp3", selected=None), ShowMenu("fieldnotes")]
Re: Inventory help?
A bit different but it has given me an idea for a different style of inventory thank you.
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