I've looked around on the forums and tutorials for an RPG inventory system or tutorial and I've found a number of drag & drops. None of them seems to really be what I'm looking for, and are a bit daunting to pick through as a Construct n00b. . . I like Weishaupt's tutorial, but having looked at his capx it's not exactly what I was envisioning. I love the appearance and function of Yann's example as well, but his seems to rely on the mentality of "this item goes in this slot" when generating the inventory. . .
I can get the drag and drop mechanics to work by following Weishaupt's tutorial (since I have the plugins installed), but I'm a little more curious how to populate the inventory when new items are acquired. Unfortunately I can't afford the standard license yet, blame the economy. I'm in the process of waiting on a meeting with a manager, it all sounds good so far, but I need to actually get the job and a few paychecks before I can buy it. For that reason, I'm limited in exactly how complex I can play around. . .
So far I have a stat and level-up system working with an acceptable UI, but it took almost a third of my allowed events. Yann's prebuilt would put me over 90, and I wouldn't know where to begin on modifying it, lol. <img src="smileys/smiley36.gif" border="0" align="middle" />
The layout I have, in case I can't get a picture to work, has 45 inventory slots available per page. I haven't tried to implement the page changes yet, but that's partially because I'm still trying to wrap my mind around Weishaupt's tutorial to get other parts of the inventory working properly. <img src="smileys/smiley24.gif" border="0" align="middle" />
I also have the following equipment slots:
Head, Neck, Arms, Chest, Legs, Left Wrist, Right Wrist, Left Hand, Right Hand, Left Foot, Right Foot, Left Ring, Right Ring. (I'm explaining because I've never successfully previewed on this forum, always get "nothing to preview" error) Not only do I need to get the item slot to work properly, it also has to read the character and see if they can wear it. Gary can wear the Plate Helm, but Stu can only wear Leather or Chain, yeah?
I think it's great seeing people jump forward with capx files to demonstrate their idea instead of just giving a short 1-2 paragraph explanation, but I don't learn much from having the work done for me. . . I'll happily accept and look over demonstrations, but expect me to ask about how parts were done, why, and how they interconnect after. I'm a pain like that. <img src="smileys/smiley23.gif" border="0" align="middle" />
Image linking attempt. . .
<img src="http://dl.dropbox.com/u/59065013/Construct%20Issues%20Screenies/Sample%20Image.png" border="0" />
Aaand. . . summary? Yes, summary is good. I'll get on one right away.
What I'm trying to achieve is a system that looks at the items it has and places them in order on the inventory grid (3r x 15c) even if that means onto a hidden page. If it has 32 items, for example, it will fill the first two entire rows of the first page, and two columns of the third row. If it has 47 items, however, it will fill the entire first page and two slots of the second page. Then, when the item is to be used, it need to compare not only the slot the player is trying to put it in, but the character who they're trying to equip it on.
I don't need drag & drop, if that makes it easier to explain how. Little "Equip" buttons are plenty easy for me to add in and remove. My issue is the inventory population and slot/character verification algorithms(??). Please, someone teach me to fish. <img src="smileys/smiley1.gif" border="0" align="middle" />