Help with a SpellBook,Inventory Bag


#1

can some body help me with a spellbook,Inventory Bag

for example i want to make this work

I can put all Icons image’s no problem with that
buth how can i handle the skills what i make
and put it in a spellbook for Example

Active Example

when i learn the skills its become Active

when i dont learned yet it becomes UnActive

buth i can still see the skills i have in the spellbooks

or how to make a Shop to buy some skills

for example
i have created 2 Skills
FireBall
ArcaneBall

how can i handle the skills via plyblox
or how can i Handle the Items via PlyBlox
if i make a Inventory it does not come in my new inventory

i know it works with the UI_Sample from leslie buth

without the UI Sample from leslie
how can i get that work
Thx for Everything


(Marshall Heffernan) #2

I don’t understand what you’re asking.

Unchecking the Interactable checkbox on a Button will show the “disabled” color.

You can also change the “Transition” from Color Tint to Sprite Swap if you want to show a grayscale image.

Shop to buy skills? With currency? I guess just do it the way you’d run a regular shop. Make a button, then when it’s pressed, remove currency from the player’s bag and add the skill.

Once again I don’t understand. How do you handle the skills in what way?

?

If you don’t want to use the RPG_UI, then you will need to write one in C#.


#3

i am using the UI_Sample from Leslie all is working
the UI_Sample is Great

just wanted to know how i can make something like this with plyblox

or is it impossible to make something like that

for a skillshop dont know how i can put skills in the shop

for Example Creating a SkillShop
to buy it with Currency or something else with SkillPoints or something like that

ok for Inventory nevermind i dont know how to script yet so maybe later then

same with the quest thingy how can i make a tracker like accepting a quest and show
where the mobs are to kill them and then come back to the npc quest to deliver it

thx for all the help i learned alot from this forum


(Marshall Heffernan) #4

The question is, can you make something like this with the Unity 4.6 UI Canvas – and the answer is yes.

Make a canvas, make a panel, make buttons.

Store your “skill points” either in a local variable on the player, in a global variable, or as an attribute; your choice.

On Click (this function is present on all Unity Buttons) trigger a plyBlox event.

In this event, you would spend a point, add the skill, and set that “interactable” checkbox (pictured above) to true, on the skill beneath it.

If you are not at all understanding what I’m saying, i’ll put it in one of the videos, when they come out.


If you’re talking about a tracker to show your progress in the “active” quests, I’ve never tried, but you can probably get it to work by making a text on screen, and setting it to reference the “quest conditions” perhaps?

you’re on your own with that one, no idea.

quests are built into plyGame, all you need to do is make a Graph.

Leslie’s Quest tutorial is in the plyGame documentation.

My tutorial (almost exactly the same) is here.


#5

ok thx for the fast reply’s i will try that
and it will be great if you put that on ur video’s
if you got the time

for a Shop to Buy Skills how can i do that
so the player can learn new skills when he earned some SkillPoints

do i just need to make a button+text
for example Fireball and on the button+text to put a plyblox and then
do what you say here

Shop to buy skills? With currency? I guess just do it the way you’d run a regular shop. Make a button, then when it’s pressed, remove currency from the player’s bag and add the skill.


(Marshall Heffernan) #6

yes…


#7

ok thx mate it worked the skill shop
now gone try to make a weapon shop
thx again