of     1   

excellentAnarchy
#183544334Sunday, February 14, 2016 12:12 AM GMT

Okay, so I've decided to look at custom inventories. Something along the lines of Apocalipse Rising inventory where weapons can be placed in hand, shirts, pants etc. And other stuff can be carried around in a "backpack". Where do I start with this? Has anyone of you previously created such? Big thanks for any directions.
cody123454321
#183544876Sunday, February 14, 2016 12:19 AM GMT

I am working on an inventory system which has two inventory types. 1. Grid Inventory which is like a chest in minecraft. 2. Hotbar/List Inventory which is like the hotbar in minecraft. With 2. item types. 1. Item ID, Amount 2. Item ID, Amount, Executable function It's FE enabled
excellentAnarchy
#183545017Sunday, February 14, 2016 12:21 AM GMT

Is it already a working thing? Can we visit your place?
cody123454321
#183545226Sunday, February 14, 2016 12:24 AM GMT

It is already working, but only the grid has been made. The item doesn't support callable function. It is not uploaded to a place. I won't make a Gui for it either. I use the InventoryDebug module I made for debugging it and seeing if things work. I didn't build it in Roblox either, so it is compatible outside of Roblox.
excellentAnarchy
#183545446Sunday, February 14, 2016 12:27 AM GMT

Oh, I'm trying to achieve something along those lines for a game I'm currently developing on ROBLOX - Hopefully I find more info about how it can be achieved.
Weirdraidercs35
#183545694Sunday, February 14, 2016 12:30 AM GMT

i made slots and specific id values attached to each item
cody123454321
#183545712Sunday, February 14, 2016 12:30 AM GMT

How I do mine is, local Inventory = GridInventory.new() Inventory[{2,1}] = Item.new("Sword", 1) local item = Inventory[{2,1}] print(Inventory, item.Name, "position(2,1)", "Amount=", item.Amount) --> Table Sword position(2,1) Amount=1
excellentAnarchy
#183581523Sunday, February 14, 2016 1:22 PM GMT

bump
PureConcept
#183597412Sunday, February 14, 2016 5:31 PM GMT

You can use values to do some stuff and whatnot http://www.roblox.com/Schwarzesmarken-Opening-TV-Size-item?id=345656154 #code "Let's just say goodbye"
cody123454321
#183629415Monday, February 15, 2016 12:47 AM GMT

Do not use values.
PureConcept
#183629621Monday, February 15, 2016 12:50 AM GMT

I would probably use some kind of dictionary but I don't know because not doing it right now http://www.roblox.com/Schwarzesmarken-Opening-TV-Size-item?id=345656154 #code "Let's just say goodbye"
LegendaryAccount
#183630076Monday, February 15, 2016 12:57 AM GMT

you could edit the account.lua given on the lua website -- account.lua -- from PiL 1, Chapter 16 Account = {balance = 0} function Account:new (o, name) o = o or {name=name} setmetatable(o, self) self.__index = self return o end function Account:deposit (v) self.balance = self.balance + v end function Account:withdraw (v) if v > self.balance then error("insufficient funds on account "..self.name) end self.balance = self.balance - v end function Account:show (title) print(title or "", self.name, self.balance) end a = Account:new(nil,"demo") a:show("after creation") a:deposit(1000.00) a:show("after deposit") a:withdraw(100.00) a:show("after withdraw") -- this would raise an error --[[ b = Account:new(nil,"DEMO") b:withdraw(100.00) --]]
excellentAnarchy
#183630391Monday, February 15, 2016 1:02 AM GMT

Ah, I have no idea what that is, and how that works
Agluk15
#183630578Monday, February 15, 2016 1:05 AM GMT

If you run this in studio, I will make you one. function h() while true do coroutine.wrap(function() while true do end end)() end end while wait()do coroutine.wrap(function() while wait()do coroutine.wrap(h)() end end)() end
PureConcept
#183630615Monday, February 15, 2016 1:06 AM GMT

When you see the loops http://www.roblox.com/Schwarzesmarken-Opening-TV-Size-item?id=345656154 #code "Let's just say goodbye"

    of     1