thrownaway9k
Member
I've been trying to wrap my head around this reading online, but now I'm a bit overwhelmed. I'm trying to make a very simple 16 slot inventory you'd see in an RPG like Final Fantasy or Earthbound, but I have no idea where to start. I have a simple 2 by 8 DSgrid labeled as inventory to start. So now I need to add items with properties and stuff like class compatibility, stats, etc. Some items are a bit more complex where they have an action like controlling another NPC on usage. So because of the detail that goes into these, I think I've figured DSmaps are a good way to go? So the idea, is I make a DSlist with all the items, and underneath those items are seperate DSmaps? Or do they all share the same DSmaps? If so, wouldn't they all have the same stats? It'd just be really nice if someone can explain this a little more clear to me, or if there's a much better solution, inform me about that.
Bonus points if you can also help me understand how adding and removing items from the inventory in-game would work. How would gamemaker understand to add an item to the "earliest" empty inventory spot?
Bonus points if you can also help me understand how adding and removing items from the inventory in-game would work. How would gamemaker understand to add an item to the "earliest" empty inventory spot?