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Inventory Library V.2.1


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#51 Matte815

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Posted 23 May 2006 - 06:44 PM

Greate inventory. But when u use draw stack number i do not think there should be a number next to the items that isn’t stackable if you understand what I mean /matte815
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#52 biggoron

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Posted 05 July 2006 - 02:52 PM

do you think you could turn that lib into some scripts? or have you already done that?
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#53 pj357

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Posted 13 August 2006 - 06:18 PM

Amazing lib, I am using it right now. Except how would I make the selection sprite move to where the mouse is?
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#54 Patzta

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Posted 10 September 2006 - 11:28 AM

Umm, when I click on the link it comes up with a quarter of an internet explorer window that Ican't shut, not even in task manager. Please help, judging by other peoples comments, this lib would work extremely well with my game...
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The 'treat uninitialised variables as value 0' option is the GM equivalent of a pet elephant. It may look tempting but before you know it you're up to your neck in sh...

#55 naha4595

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Posted 27 October 2006 - 02:08 PM

Can you make it compatable with gm5?
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#56 lord wolfban

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Posted 27 October 2006 - 04:52 PM

Very nice :D its good and useful, cheers
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#57 RMA Games

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Posted 28 October 2006 - 01:42 AM

I'd just like to say thank you for this amazing work, Tahnok. I'm using your skeleton program and now I'm going to try to start using this inventory. Thank you very much for taking the time to make these programs! They are excellent!

Edited by RMA Games, 28 October 2006 - 01:42 AM.

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#58 kickassgames

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Posted 02 March 2007 - 02:15 AM

awesome plz make dis for GM7
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#59 tunnelrewind

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Posted 25 March 2007 - 05:33 PM

works fine for me in gm7...
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#60 benfclark

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Posted 26 March 2007 - 03:36 PM

it is amazing and very usefull, but i have a problem, i have a guy with a gun in the inventory, i got it so he can hold the gun and fire, i have made it so he has ammo, BUT how would i make it so the ammo would decrease by 1 every time he fired a bullet?
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#61 benfclark

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Posted 26 March 2007 - 03:37 PM

it is amazing and very usefull, but i have a problem, i have a guy with a gun in the inventory, i got it so he can hold the gun and fire, i have made it so he has ammo, BUT how would i make it so the ammo would decrease by 1 every time he fired a bullet?
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#62 benfclark

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Posted 26 March 2007 - 03:37 PM

it is amazing and very usefull, but i have a problem, i have a guy with a gun in the inventory, i got it so he can hold the gun and fire, i have made it so he has ammo, BUT how would i make it so the ammo would decrease by 1 every time he fired a bullet?

EDIT: err why did it post thrice? could a moderator remove the second+third posts thank you

Edited by benfclark, 28 March 2007 - 06:56 AM.

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#63 gmdud

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Posted 06 April 2007 - 09:39 AM

it is amazing and very usefull, but i have a problem, i have a guy with a gun in the inventory, i got it so he can hold the gun and fire, i have made it so he has ammo, BUT how would i make it so the ammo would decrease by 1 every time he fired a bullet?



heres what you could do..in the create event of the player
global.bullet=500(number of bullets you start with)
in the destroy event of the bullet itself
global.bullet-=1


and to make it stop shootin if there are no bullets in the event where you poot the shoot code put if !global.bullet=0
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#64 benfclark

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Posted 10 April 2007 - 10:29 AM

it is amazing and very usefull, but i have a problem, i have a guy with a gun in the inventory, i got it so he can hold the gun and fire, i have made it so he has ammo, BUT how would i make it so the ammo would decrease by 1 every time he fired a bullet?



heres what you could do..in the create event of the player
global.bullet=500(number of bullets you start with)
in the destroy event of the bullet itself
global.bullet-=1


and to make it stop shootin if there are no bullets in the event where you poot the shoot code put if !global.bullet=0

<{POST_SNAPBACK}>


I mean using the inventory library
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#65 gmdud

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Posted 10 April 2007 - 10:33 AM

ohh umm not really sure ill fiddle around with it and see.
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#66 benfclark

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Posted 10 April 2007 - 02:52 PM

thanks
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#67 Sorensen Games

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Posted 16 April 2007 - 03:07 AM

Is this for gm6 or gm5? PLease say 6.

<{POST_SNAPBACK}>

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#68 klchris0

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Posted 17 April 2007 - 04:16 PM

this was exactly what i was looking for ;) :P :GM060:

thanks.
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#69 soccer99

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Posted 23 April 2007 - 01:55 PM

Hey, I'm thinking about using this for my game but... Does it have an option to follow the view?
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#70 Tahnok

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Posted 25 April 2007 - 09:08 AM

I haven't really been following this thread. Development on the library actually stopped some time ago. Allow me to address a few concerns though.

awesome plz make dis for GM7

<{POST_SNAPBACK}>

works fine for me in gm7...

<{POST_SNAPBACK}>

Indeed, everything seems to work in GM7. I'm going to leave the demo in GM6 format for now, just for the sake of it.

it is amazing and very usefull, but i have a problem, i have a guy with a gun in the inventory, i got it so he can hold the gun and fire, i have made it so he has ammo, BUT how would i make it so the ammo would decrease by 1 every time he fired a bullet?

<{POST_SNAPBACK}>

Something like the following should work (though, I've not tested it). Put this wherever the player is supposed to shoot (such as in the shoot key event):

Check For Object Action
Case: Object
Slot Number: 0 (doesn't matter)
Object: yourBulletObject
How Many: 1

{

Your shoot code here

Use Object
Case: Object
Slot Number: 0
Object: yourBulletObject
How Many: 1

}

Hey, I'm thinking about using this for my game but...  Does it have an option to follow the view?

<{POST_SNAPBACK}>

Hmm...

To get the inventory to follow the view, look in the second room of the example, known as "Stack". This inventory, "Stack_Inventory", has code at the bottom of the step event to keep it lined up with the view. It is in the action "Move Inventory". :P

<{POST_SNAPBACK}>


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#71 shadowdog

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Posted 27 April 2007 - 09:17 PM

edit - nevermind

Edited by shadowdog, 28 April 2007 - 06:10 PM.

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#72 benfclark

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Posted 07 May 2007 - 10:24 AM

great thanks, do you think you could add a middle button function for the next update?

EDIT: I got an Error with the ammo thing:

error

EDIT2: Dont worry it was my mistake, fixed now and works fine, thanks very much.

Edited by benfclark, 07 May 2007 - 11:00 AM.

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#73 Konochi

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Posted 03 July 2007 - 08:04 PM

Does this lib use global variables?
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#74 armymenis12

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Posted 06 July 2007 - 04:50 AM

Is this as glitchy as the other one you had (It moved around when I want it to follow the view)?
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#75 Konochi

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Posted 12 July 2007 - 11:48 PM

How do you make it so....
the player collides with an object, it goes in the inventory but the if you click it w/ the mouse you drop it.....
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#76 acevampire

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Posted 16 August 2007 - 03:30 PM

sorry for the bump, but on I want the inventory to follow the screen, I used the way in the example, but it lags behind while moving. Is there a way to fix that?

EDIT- nm, I fixed it.

Edited by acevampire, 16 August 2007 - 07:12 PM.

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#77 acevampire

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Posted 16 August 2007 - 11:26 PM

Ah another question.
I made a health pot, but for some reason when I collide with it, it just dissapears and does not go in my inventory.
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#78 Fragment

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Posted 26 October 2007 - 12:51 AM

Not a very flexible inventory but meh... does the job. Should try use arrays and loops more, thats how I used to do mine before i knew much code.
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#79 Twade

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Posted 08 November 2007 - 08:51 PM

I want the inventory to follow the screen, I used the way in the example, but it lags behind while moving. Is there a way to fix that?

EDIT- nm, I fixed it.

<{POST_SNAPBACK}>


i have the same problem...how did you fix it? ::lmao::


EDIT: nm iv fixed it aswell now ::lmao::

Edited by Twade, 09 November 2007 - 07:59 AM.

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#80 kake_fisk

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Posted 25 November 2007 - 06:16 PM

Very cool lib, but got a problem.
I use this:
opt = show_menu("Use|Examine|Drop|Close",4);

if(opt = 0) show_message("Use");
if(opt = 1) show_message("Lovely Money");
if(opt = 2) global.dropmoney = 1
i need to know how to drop an item in gml, can any please help?
and i dont want any press left/right button code. :\
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#81 paolo-dude

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Posted 23 December 2007 - 12:03 PM

EDITED!
I fixed it, and it is a fabulous lib file. Really helpful, Useful, Has 3-4 gallons of potential, and credits are going to you in anygame I use this. That's alot of credit!
~PD~

Edited by paolo-dude, 23 December 2007 - 07:43 PM.

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#82 Blue Leader

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Posted 28 December 2007 - 07:30 PM

This is very nice. Should come in quite handy. :P
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#83 nicholasandjim

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Posted 25 May 2009 - 08:18 PM

I know this topic is old, but could you repost the download link please. ^_^
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#84 molma100

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Posted 27 July 2010 - 12:23 AM

whats with these types of links not working for me?

seriously -_-"
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#85 Paddymay

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Posted 31 July 2010 - 07:47 PM

GM5 and GM6 are so last 2 years. Make it compatible with the awesome GM7 and GM8 (Especially GM8 because it's the best)
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#86 _166753

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Posted 22 August 2010 - 12:42 PM

can you repost the link plz? i don't mind which format it is (gm6,gmk eck.)i can just debug it if needed
(this is my 1st post!))
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#87 Tahnok

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Posted 26 August 2010 - 10:00 AM

I didn't know this thread was getting some attention 'till someone PMed me a request for the download.

Put simply, I don't even have this on my computer any more. I would have to sift through old hard disks to find it. I posted this back in 2004 and there's no chance at all that I'll ever touch the source again. If someone happens to have a copy of the original download on their computer feel free to post it in this thread. As for me, I'm not going to support this project any longer and will let it settle into the abyss if other people so let it also.
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#88 Super Games

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Posted 30 August 2010 - 02:34 AM

Add screens.
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#89 Fruckert

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Posted 30 August 2010 - 02:44 AM

Can you not read the post before you, dude?
He doesn't have it anymore, so the thread is effectively dead.
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#90 Primoz128

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Posted 21 August 2011 - 09:03 PM

How the hell do you download this i get redirected to tablearcades.com where i can't do ****.
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#91 yashovardhan

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Posted 21 May 2012 - 12:04 PM

Where to download it??? :confused:
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