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Author Topic:  Inventories  (Read 5444 times)

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Lord Leo

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Re: Inventories
« Reply #40 on: December 07, 2017, 06:12:33 PM »
2: The ability to store an inventory to memory is something which is not currently easy to do.
Yes that's for the reason that I dislike the idea of being able to store physical items without using physical space in the game world. This is the part I need convincing on.
It doesnt affect the survival worlds and has HUGE amount of use in rpgs and such.

Craig

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Re: Inventories
« Reply #41 on: December 07, 2017, 06:15:57 PM »
It doesnt affect the survival worlds
Survival or Finite Resource worlds?

and has HUGE amount of use in rpgs and such.
That means nothing without a HUGE list of concrete examples.

Lord Leo

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Re: Inventories
« Reply #42 on: December 07, 2017, 06:31:04 PM »
It doesnt affect the survival worlds
Survival or Finite Resource worlds?

and has HUGE amount of use in rpgs and such.
That means nothing without a HUGE list of concrete examples.
1. Survival

2. It simplifies many scripts
Easier banks
Chest GUIs
People could script things like backpacks
and more if you can think better than me.


Dryym

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Re: Inventories
« Reply #43 on: December 07, 2017, 11:22:18 PM »
2: The ability to store an inventory to memory is something which is not currently easy to do.
Yes that's for the reason that I dislike the idea of being able to store physical items without using physical space in the game world. This is the part I need convincing on.

But you already can store physical items in digital space. It's just more tedious to do. Most people already use this ability in bank scripts. If you dislike that possibility, Then you would need to remove variables and history too.

Let me flip this on you. Why do you dislike the idea as a possibility? With my proposed version, It would be physically impossible to do in any mode other than creative due to requiring the inventory command to add and remove items.

With that out of the way, I see no reason to not allow an easier method for something that the players want.

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Re: Inventories
« Reply #44 on: December 08, 2017, 05:17:18 AM »
2: The ability to store an inventory to memory is something which is not currently easy to do.
Yes that's for the reason that I dislike the idea of being able to store physical items without using physical space in the game world. This is the part I need convincing on.

But you already can store physical items in digital space. It's just more tedious to do. Most people already use this ability in bank scripts. If you dislike that possibility, Then you would need to remove variables and history too.

Let me flip this on you. Why do you dislike the idea as a possibility? With my proposed version, It would be physically impossible to do in any mode other than creative due to requiring the inventory command to add and remove items.

With that out of the way, I see no reason to not allow an easier method for something that the players want.
any links to see how this is done? kinda need one ASAP

WhereThatWallAt

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Re: Inventories
« Reply #45 on: December 17, 2017, 11:58:26 AM »
Craig. I saw this post and became interested because I was thinking about how to script this. I’m looking to make Skyrim in TM, including all of its skills and it’s inventory system. If the idea to create inventories through scripts is implemented with the possibility to link it to a player or group of players, it would allow for multiplayer maps to give every player their own inventory dedicated in memory without it taking up space in the world or having to worry about the coordinates for every player.

Since I’m creating Skyrim, I had the idea to script in the spells from the game. Rather than having players carry around an item for every spell, you could have them carry items that open a virtual container that holds said items. This would also mean implementing a way to manage virtual inventories, such as adding a spell when they use a spell tome or earn one from a quest. On a side not, the ability to assign a certain book and all of its copies their own scripts when opened/closed and swung would be amazing in conjunction with this inventory idea. Right now, as I understand it, books all rely on the original for their information and content. So if the original changes, the copies change because they reference it back. This would allow for a sort of scripted personal inventory system for RPG maps. Each book could be named something like “ Backpack” or “Quests” or “Teleport: [map location]”.  It may be helpful, if you do decide to add this feature, to add a parameter for when you open an inventory and create one, to specify a player. -p could be used to reference and link specific players, and if left blank, would reference the player that activated the script. By doing so, you would only need one script that any player could run, or have run when a player joins a world, and each inventory would belong to that player, whatever it may be. The first would open an extra inventory through a script. The second could be made to a sort of read only inventory, showing books from all of the active quests. The read only feature can either be done through scripts or implemented in an update as a tag for containers and used with the initialization of the inventory. The last one could be either a permanent ability or a usable item that players could trade. Along this line, what happens if all of a book in a world get destroyed? If that deletes the book entirely, would it be worth while to add the ability to add and manage books in memory through scripts in conjunction with these features? I know that is a lot of extra features outside of the topic, but I had been trying to plan a solution to this for a few days. If needed, I can create new topics for these features, I just thought they would compliment this idea well.
« Last Edit: December 17, 2017, 12:33:42 PM by WhereThatWallAt »
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Re: Inventories
« Reply #46 on: December 17, 2017, 11:13:29 PM »
Not only this map but its extremely useful for hosts who want to restrict inventory space or expand chest inventory space for map dynamics.

CJay

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Re: Inventories
« Reply #47 on: December 17, 2017, 11:16:53 PM »
Not only this map but its extremely useful for hosts who want to restrict inventory space or expand chest inventory space for map dynamics.

I want this for my map "Our Atmosphere". I want to make a way of limiting space using scripts for the vessels and player inventory's too. The higher the level, the bigger the inventory.

WhereThatWallAt

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Inventories
« Reply #48 on: December 18, 2017, 02:15:08 PM »
This would honestly make writing reusable scripts so much easier as well, which make component packs more relevant.
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Lord Leo

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Re: Inventories
« Reply #49 on: January 14, 2020, 07:58:45 PM »
Uhh Bump, Because I still want this and a lot of other people do too.