Equip/Unequip Items, Spells, and Weapons
Posted: Fri Jan 07, 2011 5:06 pm
Been a while since I've paid a visit to the forums, but I've been working on the sprites and such for my game. I've got another question/dilemma that I thought of though.
While working with the Blender 2.49 game engine, i was able to easily create the ability to equip and remove items, spells, and weaponry by using states. This way, for example, you could only use a particular spell if it was equipped to your character at the time - you would have to return to inventory menu if you desired to equip and use a different spell.
I've tried a few things here and there but nothing seems to really work in GE that I know of (but I'm very new to actual coding. With the BGE I just used logic bricks). So if someone could explain, provide a zip file, or link me to a tutorial that does the following things, that would be very helpful:
- create an inventory menu that scrolls down over your camera view from the top view while suspending the main game
- any collected items and spells will be located in your inventory
- upon clicking on an inventory item/spell, you may choose to "discard" or "equip" or "cancel" .
- if you equip the inventory item, it replaces whatever was equipped before and its avatar (say a potion) will appear in a small box in the lower right-hand corner, letting you know that it is equipped.
- Only when an item is equipped may it be used
I can handle the other things (like how the item functions, limiting the number of items your inventory can hold, etc), I'm just having a hard time coming up with a simple way to do all of this. Any help you can offer me will be greatly appreciated. Hopefully I'll be able to get around to the real game-making some time soon, letting me implement all of this knowledge you guys have helped me gain so far!
Sincerely,
BlenderFreak
While working with the Blender 2.49 game engine, i was able to easily create the ability to equip and remove items, spells, and weaponry by using states. This way, for example, you could only use a particular spell if it was equipped to your character at the time - you would have to return to inventory menu if you desired to equip and use a different spell.
I've tried a few things here and there but nothing seems to really work in GE that I know of (but I'm very new to actual coding. With the BGE I just used logic bricks). So if someone could explain, provide a zip file, or link me to a tutorial that does the following things, that would be very helpful:
- create an inventory menu that scrolls down over your camera view from the top view while suspending the main game
- any collected items and spells will be located in your inventory
- upon clicking on an inventory item/spell, you may choose to "discard" or "equip" or "cancel" .
- if you equip the inventory item, it replaces whatever was equipped before and its avatar (say a potion) will appear in a small box in the lower right-hand corner, letting you know that it is equipped.
- Only when an item is equipped may it be used
I can handle the other things (like how the item functions, limiting the number of items your inventory can hold, etc), I'm just having a hard time coming up with a simple way to do all of this. Any help you can offer me will be greatly appreciated. Hopefully I'll be able to get around to the real game-making some time soon, letting me implement all of this knowledge you guys have helped me gain so far!
Sincerely,
BlenderFreak