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FPSC Classic Product Chat / RPG_Mod - 3 inventory questions

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rodent042
17
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Joined: 29th Dec 2008
Location: New Jersey... the Garbage State
Posted: 18th Aug 2010 19:05
I'm back and being a bother again (D'OH!)

I have what appears to be 1 small bug that I cannot squash. When I build a game and run it the inventory will not show up until I pick up an item. The I key does nothing unless I take something first.


Is it possible to not show inventory items until they are picked up and have them disappear from inventory after they are used?


Lastly, is it possible to not show all of the detailed info upon right-clicking an item such as can be bought, sold, etc.

Thanks for the help and thanks for an excellent mod. I'm having a blast with it so far.
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 18th Aug 2010 19:47 Edited at: 18th Aug 2010 19:48
Quote: "I have what appears to be 1 small bug that I cannot squash. When I build a game and run it the inventory will not show up until I pick up an item. The I key does nothing unless I take something first. "


That is interesting. When I run a build game and press I, the icon I've specified comes up. When I click on the icon, my inventory hud comes up. I'm assuming that once you pick up an item, then you can press I for the inventory icon to come up and everything works properly? Could be an issue with one of the fpi's for an item, such as incorrect syntax with a variable, etc. What I mean is if you have an item that is to be picked up and the script for that item is to add it to the inventory, it could have incorrect syntax. You may need to double-check that. I've had a couple of "instances" like that and had to recheck my pickup script for the item. Another thing to check is that the variable name for that item matches the name in the inventory setup fpi.

Quote: "Is it possible to not show inventory items until they are picked up and have them disappear from inventory after they are used?"


Unfortunately no. The inventory system was designed so the developer could define all the items that are available for the inventory system. You could however add commands to drop, trade, or sell the item but that item category will still remain as it has been defined in the setup fpi. The inventory system is built on scripts and huds. You define your main inventory hud, then have smaller "icons" the player can click on to access that item. There is no way to make an item on the inventory hud be removed except to remove it from the setup file itself.

Quote: "Lastly, is it possible to not show all of the detailed info upon right-clicking an item such as can be bought, sold, etc."


Again that is how Flatlander designed the inventory system. I suppose a modification to the source code of the mod may allow less detail, but it may also affect the performance of the mod's inventory system.

Forgot to ask, which version are you on? v3.xx for FPSC 117 or v2.xx for FPSC 116?

- BlackFox

rodent042
17
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Joined: 29th Dec 2008
Location: New Jersey... the Garbage State
Posted: 18th Aug 2010 20:43
Thanks for the reply, Blackfox.

Sorry... forgot my details. I'm running v3.00 on v1.17 but the hud issue popped up before I upgraded.

You assume correctly. Once I pick up any inventory item everything works fine. It happens even if I have only 1 item defined. I'll re-check my settings and post the outcome.
Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 21st Aug 2010 01:19 Edited at: 21st Aug 2010 01:47
Hi rodent. Has it worked out for you? Any more questions.

Quote: "Is it possible to not show inventory items until they are picked up and have them disappear from inventory after they are used?"


I honestly tried to work out a way to do that from the start. However, trying to do so was extremely difficult given the fact I had to work within existing code. The main issue was when I wanted to show the inventory items and I also wanted the developer to allow for an unlimited amount of items.

I'm still not sure how FPGC works except that instead of a "weapons" slot you have an "inventory" slot. That is why you cannot have weapons in an FPGC created game. Also, without knowing much about it, it seems that one is restricted to the amount of inventory items you can have at any one time. However, developing the game in such a way one could swap out inventory items.

However, the plus side to RPG Mod inventory system is that you can also have weapons. If you want to confuse the player you could add inventory items that won't even be used.

Quote: "Lastly, is it possible to not show all of the detailed info upon right-clicking an item such as can be bought, sold, etc."


I would love to allow the user to have all these choices. However, the complexity of the code would be incredible. Also, allowing more decisions for the user will require more setup procedures.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
rodent042
17
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Joined: 29th Dec 2008
Location: New Jersey... the Garbage State
Posted: 21st Aug 2010 21:53
Heya Flatlander,

Yes, the error was mine. I had an error in one of the pickup scripts. Up too late (as usual hehe)


Please believe me when I say I am not criticizing at all. I am very happy with what the mod can do so far. I have been working on the issue for myself and have come up with what I believe is a fair compromise for me.

I've made a separate hud for picked up items that we'll call "quest items"

I'll use the built in inventory hud for one-use items such as health packs that can be bought and possibly sold.


I was going to post a vid to better explain but I'm now getting an "inventory icon not found" error lol. I'll pop one up after I figure out what I botched up now
rodent042
17
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Joined: 29th Dec 2008
Location: New Jersey... the Garbage State
Posted: 22nd Aug 2010 00:05
Alright! I got it.

I now have 2 separate screens. B for backpack and I for inventory. I can have an item appear in only one or both by modifying the pickup script, rpg_setup.fpi and setuplevel.fpi

Each item has its own script that defines rpg_incinvitem= and rpg_setplayercanuseitem= commands.

To make the objects appear and disappear in my hud I just used rpg_hasinvitem=$key1:hudshow=key1

It needs refining but I think it'll work just fine



For some reason the pointer did not appear under your inventory screen in the video. Odd...
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 22nd Aug 2010 17:38
@ rodent042

Looking real good. Great to see others progress with RPG Mod.

- BlackFox

rodent042
17
Years of Service
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Joined: 29th Dec 2008
Location: New Jersey... the Garbage State
Posted: 23rd Aug 2010 02:24
Thanks! The one command I was sorely lacking before was rpg_hasinvitem=

WOW, does that ever open up possibilities!

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