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A.I.O Inventory Example Updated 1.6


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#21 Debels

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Posted 22 October 2011 - 03:46 AM

Can you make a 8.0 version?
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#22 loverock125

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Posted 22 October 2011 - 04:22 AM

Can you make a 8.0 version?


I could make a 8.0 version if you could please tell me what errors you are getting.
Thanks : )
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#23 Debels

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Posted 22 October 2011 - 04:35 AM

when i run it with game maker 8 it says: Unexpected error occurred when running the game.

so i cant even run it to see if i have errors :S
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#24 loverock125

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Posted 22 October 2011 - 05:28 AM

when i run it with game maker 8 it says: Unexpected error occurred when running the game.

so i cant even run it to see if i have errors :S


Try merging the resources with a new gm8 file.
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#25 Debels

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Posted 22 October 2011 - 02:53 PM

it works but error :S

ERROR in
action number 1
of Create Event
for object oInventory:

In script addEquipmentSlot:
Error in code at line 27:
eqSlotsMiddle+=(argument[0] = "Middle");
^
at position 2: Unknown variable eqSlotsMiddle
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#26 loverock125

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Posted 22 October 2011 - 04:51 PM

it works but error :S

ERROR in
action number 1
of Create Event
for object oInventory:

In script addEquipmentSlot:
Error in code at line 27:
eqSlotsMiddle+=(argument[0] = "Middle");
^
at position 2: Unknown variable eqSlotsMiddle


Oh wow i never noticed that I had the 'treat uninitialized variables' tick all this time with this inventory. If you tick it you won't get any errors but I will fix them all without that box and re-upload the file.
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#27 Debels

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Posted 22 October 2011 - 04:52 PM

and make a .gmk =D
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#28 loverock125

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Posted 22 October 2011 - 04:54 PM

and make a .gmk =D


I don't have gm8 ;p
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#29 Debels

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Posted 22 October 2011 - 04:56 PM

:S you can ask nocturne for a copy and use your current serial key for pro =D

Edited by BlueDebel, 22 October 2011 - 04:56 PM.

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#30 loverock125

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Posted 23 October 2011 - 09:16 PM

:S you can ask nocturne for a copy and use your current serial key for pro =D


I'm not sure that's possible. Is it? Can I use my gm8.1 serial key to get gm8 pro?

Additionally uploaded Version 0.98:
  • The game now works when you have not the 'Treat Uninitialized Variables' ticked.
  • Fixed a bug that showed up when having more than 3 currencies.
  • Fixed a visual bug when stretching the sBagsBack sprite.
  • The xorigin & yorigin of the sprite sBagsBack now determine where the currencies will get drawn.
  • The variables bagsX and bagsY in updateBagPanelSurface() are the positions of the bags.
  • Fixed another bug with the currency calculations.
  • Fixed a bug with loot currencies when maxCurrency and limitCurrency weren't equal.
  • All scripts that take currencies as arguments they begin with the lowest currency. For
    example in the script addLootCurrency(cur1,cur2,cur3) the first currency will be copper,second silver
    and third gold (if those are the currencies). Same goes for sprite sub-images. I did this
    because some scripts were the other way around unlike some others, which was causing
    big confusion.
  • Fixed a bug with draw_currencies() when having many currency types.
  • Fixed a bug that was causing items not to get bound at some occasions.

Edited by loverock125, 23 October 2011 - 09:17 PM.

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#31 Debels

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Posted 30 October 2011 - 12:05 AM

yeah if you talk to admins and ask for gm 8.0 and ask for a serial key showing your 8.1 serial key, i think they would accept it, i never tried this :/
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#32 loverock125

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Posted 30 October 2011 - 10:37 PM

NEW IMPORTANT VERSION 0.99:

  • NEW FEATURE: VENDOR SHOP (Buy,Sell and Buyback)
  • Improved the visual quality of the equipment stats text. Surfaces were causing the text to look a bit choppy.
  • Currencies in loot are now drag-able. Instead of having to double-click them to gain the gold, you can now drag-n-drop the currency onto an inventory slot or onto the bag panel.
  • Fixed a bug that caused the button 'Loot All' to be pressed even if another window was on top of it.
  • Fixed a dragging-panels bug that was causing window order glitches.
  • Added more line comments in some scripts.
  • Fixed and removed some unnecessary variables.
  • Fixed a bug with the script addItemCopy(). Was causing an error when using it with a non-stackable item.
  • Updated pickUpItem() script. Now if you use 0 as argument1 it will use the quantity of the argument0 item (for stack-able items).
  • Corrected false comments in pickUpItemMerge().
  • Added new argument in pickUpItem() and pickUpItemMerge() scripts. This argument lets you choose whether to remove quantity from the original item.
  • More efficient draw_currencies().
  • Fixed a final bug with changeCurrency() which was making incorrect changes when the arguments were negative.
  • Fixed a bug that allowed items to be dragged and equipped even though there was another panel on-top of the equipment.

Edited by loverock125, 30 October 2011 - 10:38 PM.

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#33 loverock125

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Posted 03 November 2011 - 05:47 AM

NEW VERSION 1.0

  • NEW FEATURE: Enchanting Items! Add enchanting slots of certain type to an item and use enchanting ingredients to fill the slots and add new stats.Also added the ability to use enchanting-removal items which disenchant an item. All commented.
  • Greatly increased performance. Putting a break in the correct position makes wonders : )
  • Also imrpoved overall performance, especially when the shop is opened.
  • Fixed a bug that was causing an error sometimes when switching to the sell tab in the shop.
  • Sometimes updateShop() was being called when not needed. Fixed.
  • changeCurrency() now supports decimal values. (commented)
  • Added the ability to set a percentage fee added on the original price of items when buying items from the shop.
    This is set by the script setShopVendorName. The percentage fee for buying back items is
  • Fixed a bug that caused a false drawing of a line in the item tooltip.
  • Fixed a bug that caused some windows not to become active even though they were pressed.
  • Fixed a bug that caused a glitch on the surface of the currencies when you restarted the game.
  • Added variables that indicate the maximum possible stats/enchant slots/enchant bonuses/requirements to speed loading up. Change them
    accordingly. For example if your game has an item with more than 4 requirements change the variable 'requirementsLimit'.
  • Added the ability to scroll using the wheel.
  • Fixed a bug that caused an error when dragging a non-stack-able item from loot onto a stack-able item in inventory.


Since nobody is giving feedback or commenting, I would like to ask if you prefer to remove the 'sell' tab of the shop, and sell the items by right clicking them in the inventory.
That would only happen when the shop window is open and it's in the 'sell' tab of course.

Thanks again :)

Edited by loverock125, 03 November 2011 - 05:54 AM.

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#34 tuandientq

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Posted 04 November 2011 - 03:39 PM

ERROR in
action number 2
of Create Event
for object oInventory:

In script itemSetEquipSlot:
Illegal argument count calling script "getEqslotIDByType".
Script requires at least 2 arguments, 1 have been supplied.
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#35 loverock125

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Posted 04 November 2011 - 05:33 PM

ERROR in
action number 2
of Create Event
for object oInventory:

In script itemSetEquipSlot:
Illegal argument count calling script "getEqslotIDByType".
Script requires at least 2 arguments, 1 have been supplied.



That's because you have the 'Throw an error when arguments aren't initialized correctly' ticked on. This can be found in the Global Game Settings under the Errors tab.
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#36 loverock125

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Posted 07 November 2011 - 12:04 AM

Version 1.1: (Last One)
  • New Feature: Item Sets. (Equipping many items of the same set gives extra bonuses).
  • Fixed a bug that caused tooltip overlapping. (When the 'equipped' tooltip appeared).
  • The enchanting window is now brought on top of the others when opening it.
  • Fixed a bug that caused certain main-hand items to be equipped in off-hand slot even though they didn't meet the requirements.
  • When trying to equip an item with two available but full slots, it will now equip it on the first one rather than the last one.

I won't be posting any more versions since not many people find this useful.
If you do find a bug though I would love to upload a newer version.

Thank you everyone,
have fun : )
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#37 Dark Matter

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Posted 07 November 2011 - 08:38 PM

Well, the system definitely seems very advanced - all the features that I could think I'd ever want were there. You must have spent ages getting it to work and it's a huge pity there are so few people who have bothered to respond.
Personally, I feel it's a little too complicated, but that's not to say it is to everyone.
Hope this picks up interest ^_^

Edited by Dark Matter, 07 November 2011 - 08:39 PM.

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#38 loverock125

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Posted 09 November 2011 - 04:41 PM

Well, the system definitely seems very advanced - all the features that I could think I'd ever want were there. You must have spent ages getting it to work and it's a huge pity there are so few people who have bothered to respond.
Personally, I feel it's a little too complicated, but that's not to say it is to everyone.
Hope this picks up interest ^_^



Thank you for the reply : )

Yes I spent time getting this to work and adding new features. The reason it's so complicated is because I wanted to make it as efficient and visually neat as possible. Not executing pieces of code when not really necessary, using many nested ifs when it meant it would increase performance, drawing everything onto surfaces, initializing once rather than calculating every step and so on.
My computer is not that great and it always run it at maximum fps even with all panels open.

Thanks again for the reply, I appreciate it : )

Edited by loverock125, 09 November 2011 - 04:42 PM.

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#39 mvan4310

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Posted 21 November 2011 - 03:55 AM

This inventory example is fantastic and works flawlessly. Ive been adapting and making changes where needed, but have a slightly newbish question, as it seems I am unable to figure this out(might be because Im tired). How would I adapt the opening of bags and Character screens to a button on the screen as well as the keypress? Its probably a simple solution, but Im blind atm.

Thanks,
Mike
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#40 loverock125

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Posted 21 November 2011 - 09:49 AM

This inventory example is fantastic and works flawlessly. Ive been adapting and making changes where needed, but have a slightly newbish question, as it seems I am unable to figure this out(might be because Im tired). How would I adapt the opening of bags and Character screens to a button on the screen as well as the keypress? Its probably a simple solution, but Im blind atm.

Thanks,
Mike


Thank you for the reply Mike. I'm glad you liked it.
The opening of bags and Character Screen events are handled by the oInventory. In the 'Press B Key' and 'Press F Key' Event is the code to open the bags or the Character Screen respectively. All you have to do is execute the same code when your button is pressed.

I hope this is what you needed, if you need more help let me know.
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