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  • replied
    Originally posted by OverRated_AU View Post

    Interesting how are you handling it are you using the slot row to get the end slots?
    Sorry for late response.
    Exactly, I get end slots and check if the item is in the right inventory slots.
    As far as I understand from your questions, you're using a different method for your inventory system. How did you handle grid-based inventory?

    Leave a comment:


  • replied
    Originally posted by wrfstudios View Post
    Working on a save system for all clients...(each client saves locally using a MySaveGame type variable)

    Everything seems to save/load correctly for each client (level, gold, skills, etc.) ... except the inventory (it seems to only load the Server's Inventory)

    All I am doing is creating a "SaveInv" variable of type "InventoryItem" in my SaveGame blueprint

    and then setting SaveInv = PlayerInventoryComponent>Inventory

    But it seems to only be loading the Server/Host Inventory

    [ATTACH=CONFIG]104928[/ATTACH]


    EDIT: I think its saving correctly but for some reason when I load... its loading the Server's Inventory (instead of client's)


    Is this a good way to load a previously saved inventory? (please see below)

    [ATTACH=CONFIG]104930[/ATTACH]

    [ATTACH=CONFIG]104929[/ATTACH]



    Thanks
    This is a long-shot you are still around but did you ever get this figured out? I am having trouble loading saved inventory too!

    Leave a comment:


  • replied
    Originally posted by Emrehan View Post
    I don't allow to put item if there is not enough room on edges. It's same for swap / split actions.
    Interesting how are you handling it are you using the slot row to get the end slots?

    Leave a comment:


  • replied
    I don't allow to put item if there is not enough room on edges. It's same for swap / split actions.

    Leave a comment:


  • replied
    Yep cool, I'm guessing your managing the overhang on the edge slots as well? incase a item is dragged to a edge which doesn't have the correct amount of room?

    Leave a comment:


  • replied
    Exactly. This is what I'm doing;
    http://prntscr.com/m6lc9m
    But I'm using vertical box for loot containers to prevent this issue;
    http://prntscr.com/m6ld58

    Leave a comment:


  • replied
    Originally posted by Emrehan View Post
    Thank you!
    I turned it into Canvas Panel. Then I set inventory slot size according to dimensions information and then hide child slots.
    https://forums.unrealengine.com/file...hotoid=1569642
    You can see some items that are marked as "C" I hide them all and set the master item slot size again.
    Ah I see and do you set each position for each slot when building them?

    Leave a comment:


  • replied
    Thank you!
    I turned it into Canvas Panel. Then I set inventory slot size according to dimensions information and then hide child slots.
    https://forums.unrealengine.com/file...hotoid=1569642
    You can see some items that are marked as "C" I hide them all and set the master item slot size again.

    Leave a comment:


  • replied
    Originally posted by Emrehan View Post

    It looks great! I was going to create it from scratch but I don't really have time to create a new inventory system from scratch because all of my systems are connected with this inventory system so it could take too much time.
    This is how it works;
    https://prnt.sc/m6ks41
    You can use 2 grids, 8 grids, whatever you want. I check Inventory row and column and if it fits I allow to add / move / split / swap grid items. It basicly works with every function of current Action RPG Inventory System.
    This is the inventory and the container.
    https://prnt.sc/m6ksvo
    Looks good, are you still using a GridPanel and just overlapping grid slots?

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    No a bad idea, I recreated my own from scratched a year or two back but never finished it, does it support more than 2 grid based items?
    https://i.gyazo.com/ff1d0990cf8c044a...814e35c281.gif
    It looks great! I was going to create it from scratch but I don't really have time to create a new inventory system from scratch because all of my systems are connected with this inventory system so it could take too much time.
    This is how it works;
    https://prnt.sc/m6ks41
    You can use 2 grids, 8 grids, whatever you want. I check Inventory row and column and if it fits I allow to add / move / split / swap grid items. It basicly works with every function of current Action RPG Inventory System.
    This is the inventory and the container.
    https://prnt.sc/m6ksvo

    Leave a comment:


  • replied

    Originally posted by DK Buzzin.YT View Post
    Has anyone found efficient means of dropping or moving all items at once into a container or drop to the ground? Like if there's a storage chest, a button to "store all" or on death "drop all" into world? The existing logic to study from handles one slot at a time.

    Any screenshots or ideas are appreciated!

    Cheers.

    -Dalton

    As per PM, drop all is fairly simple if you want to drop each item or drop a bag with that players inventory both can be done, Move All logic you need to create new functions to handle this because the ones setup currently you don't want to recall in a loop or you will end up with a infinite loop which will crash your game.


    Originally posted by Emrehan View Post
    It's finally done. Of course, there are some missing parts such as Containers but it's not a problem.
    No a bad idea, I recreated my own from scratched a year or two back but never finished it, does it support more than 2 grid based items?
    https://i.gyazo.com/ff1d0990cf8c044a...814e35c281.gif
    Last edited by OverRated_AU; 01-13-2019, 03:15 AM.

    Leave a comment:


  • replied

    It's finally done. Of course, there are some missing parts such as Containers but it's not a problem.

    Leave a comment:


  • replied
    Sorry to spam this forum! I'm just going hard with this system right now. I have been trying for a few hours now to hook up the player stats to the amount of damage they do. I have tried so many ways but can't get it working for the client. I posted what I have which works for the server but does not for the client. How can I get the client to recognize its current stats? Please keep in mind all my blueprint is working (replicated damage between players and AI). I am just now adding the bonus damage functions based on equipped items. I have renamed the default stats from intelligence, dexterity, etc to my own.

    My basic idea is to go to the inventory manager component where these stats are set and to cast them to set a variable where damage would be called. Then simply multiply my regular damage by the bonus. Example: +100 magic attack damage would mean a 10% bonus to damage dealt.

    -Dalton

    Leave a comment:


  • replied
    Has anyone found efficient means of dropping or moving all items at once into a container or drop to the ground? Like if there's a storage chest, a button to "store all" or on death "drop all" into world? The existing logic to study from handles one slot at a time.

    Any screenshots or ideas are appreciated!

    Cheers.

    -Dalton

    Leave a comment:


  • replied
    Originally posted by DK Buzzin.YT View Post


    I have figured it out from the code Hydrax posted a few posts below mine! Hydrax you are a G (:
    Instead of using "Try to Add item to Inventory" I used both "Get inventory Space" followed by "Add Item" and that works!! the event is run on server not client I changed that as well.
    The server should always call events like this, with the client asking the server to pickup the item, try to add to inventory already checks for free space so your issue there is you needed to call a custom event on the server from the client to pickup the item.

    Leave a comment:

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