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Cheeso135
#141825573Monday, July 28, 2014 9:23 AM GMT

I have no idea how to make one. I assume I would start off with some GUI?
cody123454321
#141825921Monday, July 28, 2014 9:32 AM GMT

What do you mean how to make a lootable container? You can make it however you want. I would go the GUI route cuz it's popular. You would store what's inside these cells by either a table in a script (if you are not going to use it outside of the gui) or directly as String and Int values inside the GUI.
phoenix53124
#141826734Monday, July 28, 2014 9:57 AM GMT

Ooh the possibilities. Guis, tables (_G), objects, Strings, numbers, 2 bit encryptions. Depending on the purpose. Personally, I use _G _G.hello = function() print('Hello') end _G.hello() --> Hello _G.x = 10101 print(_G.x) --> 10101 So do it like this: _G.table = {["Item"] = 0, ["Item2"] = 1, ["Item999"] = 999} From any script, you can access this table. Just add the player's name before the table name to have a _G inventory for each player game.Players.PlayerAdded:connect(function(p) _G[p.Name .. "table"] = {["Item"] = 1} end) print(_G.table["Item"]) --> 0
cody123454321
#141827541Monday, July 28, 2014 10:26 AM GMT

Cannot be used in localscripts, thus defeats using it in guis. lol
phoenix53124
#141827568Monday, July 28, 2014 10:27 AM GMT

HOWEVER! LocalScripts can access these _G variables. TRUE THOUGH they cannot assign them. Which if you were to make a _G var in a ls, then it would be a regular var. Except you have to add _G before it.
cody123454321
#141828964Monday, July 28, 2014 11:13 AM GMT

Dat implied explanation doe
Bebee2
#141829230Monday, July 28, 2014 11:21 AM GMT

_G is a global variable that all scripts can access in Lua. In Rbx.Lua, _G is a non-replicated global variable. Keyword - Non-replicated Server doesn't clone to client. Client doesn't clone to server. Clients don't share the same _G.

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