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jjmagic1379
#214254630Thursday, April 13, 2017 7:09 PM GMT

I want to make an inventory system (Not a backpack gui) a whole new system this will consist of 2 main slots for a primary and secondary and also a backpack area when you press U. How would I go about making this?
NilLogic
#214254631Thursday, April 13, 2017 7:09 PM GMT

Minecraft is expensive, any other ideas?
evyngamer
#214257778Thursday, April 13, 2017 8:07 PM GMT

a very primitive way would be with values in the player. Just make a script that constantly checks for these, like lets say i'm checking for "Sti########################set to 0, that means i dont have a stick. Lets say then an event triggers the value, so now sticks value is 1, i now have a stick. If its 2, i have 2 sticks. Now make a gui become enabled upon hitting U, and have the gui constantly check the values for any changes if the value becomes 1, a sub gui thing showing the item icon would pop up (you gotta make the gui icons and hide them first, obviously) so now you can see a stick in the inventory. If the value for stick is 2, #### # ##### in that same slot, but with a X2 or something on it. {Sorry if this doesn't make alot of sense} this wouldnt be as good though because of the limitations like, items could only appear in certain slots because that's where the invisible item icon was originally, but i guess you could check for other item icons and if none exist change the location of the gui via script
jjmagic1379
#214258570Thursday, April 13, 2017 8:21 PM GMT

Can you suggest a different approach?
evyngamer
#214269651Thursday, April 13, 2017 11:05 PM GMT

sadly thats the only way i would know, i dont recommend you use it
UnRandomizing
#214270692Thursday, April 13, 2017 11:19 PM GMT

For an RPG game I made, I have a frame named Slot1. Inside that frame, I have a folder named "Tool". When the player kills an NPC, it has a possibility of cloning a tool named "Tool" and placing it in the "Tool" folder located inside the frame Slot1. The title and image of the slot immediately changes with the ChildAdded function: script.Parent.Tool.ChildAdded:Connect(function() script.Parent.WeaponName.Text = script.Parent.Tool.Tool.ObjectName.Value --the weapon named "Tool" has a StringValue in it called "ObjectName" end) Simply use a KeyDown event to open the inventory: local Player = game.Players.LocalPlayer local Mouse = Player:GetMouse() Mouse.KeyDown:Connect(function(Key) end)
evilzgoku
#216230401Tuesday, May 09, 2017 1:10 AM GMT

xsss

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