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Thread: A couple of questions regarding the Inventory extension

  1. #1
    Clicker Multimedia Fusion 2

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    A couple of questions regarding the Inventory extension

    So I tried and failed to make my own RPG style inventory so instead I followed a few tutorials but couldn't find one to suit my needs, neither one that I could modify to make it fit so I'm giving the Inventory extension a try (installed from the extension manager). This is okay because it fits the style of inventory I want - 8 slots, no drag and drop. Unfortunately I'm having a hard time getting the invisible grid to fit my HUD rather than making my HUD fit the invisible grid.

    Probably a dumb question but can the spacing of the inventory extension grid squares be altered at all? I can set the size - which dictates how many slots I end up with, but the grid squares are too close together and need spreading out a bit more.

    Second question, when the player picks up an inventory item it is added to the inventory (by object--add one item), when all eight squares are full and the player picks up a ninth item the ninth item is added to the inventory but doesn't appear because all the grid squares are already full. How do I check for when all inventory slots are full and not allow pick up of another item until an item is used or dropped thus freeing up a slot?

  2. #2
    Clicker Multimedia Fusion 2

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    No one here used the Inventory object extension?

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