Author Topic: Increasing the flexibility of the character inventory system  (Read 1553 times)

alex776a

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Increasing the flexibility of the character inventory system
« on: December 20, 2013, 12:43:02 PM »
Hi guys. Does anyone know if it's possible to disable the restrictions of the "slots-system" in the "character inventory example"?
For example: I would like to make it possible to equip one item to multiple different slots. For example a pair of boots to either the "boots-slot" attachment point or the "shoulders-slot" attachment point.
Maybe even 1 boot to one shoulder and one "spiked pad" to the other shoulder. Or boots on all attachment points.
Also. How can you make unequipped items appear in the backpack on start-up?
I hope this question makes sense.

Merry Christmas to you all. Have a good one 8)

ArenMook

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Re: Increasing the flexibility of the character inventory system
« Reply #1 on: December 21, 2013, 02:23:38 AM »
The inventory example is just that -- an example. Technically the entire system of where items can go, of items having stats, of the character equipping them visually... is too much for a UI example NGUI is, after all -- a UI system, not a character inventory system. ;)

You are welcome to modify that example to suit the needs of your game.