like the Inventory module but, seperate

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cbsarge
Posts: 195
Joined: Mon Sep 14, 2015 3:20 pm

like the Inventory module but, seperate

Post by cbsarge »

I'm not sure who all will see this but, I'm still working on NWE so I figured I'd ask.

I'd like to create a new module LIKE the inventory page but, displaying a different object type. I'd like to create an Abilities or Powers object and I thought a good place to start would be using the Inventory module. My hope was that if I used that for starters I could just use the object > object_type to say show me greater than object_type 16 and my new Ability objects would show. I have yet to be able to crack the nut of qualifying what shows up on the Inventory page in this way.

Anyone still watching this forum that can offer some assistance? :D

Thank you.
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hallsofvallhalla
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Posts: 12031
Joined: Wed Apr 22, 2009 11:29 pm

Re: like the Inventory module but, seperate

Post by hallsofvallhalla »

I will post this on our slack to see if someone can swing by and help.
KaL
Posts: 344
Joined: Mon Jan 13, 2014 5:44 am

Re: like the Inventory module but, seperate

Post by KaL »

Yes! You can create an inventory object to activate a wizard effect function once the player click on “use” button. I like to use the inventory object for everything.

I created a object called “house”

If a player has an house object in the inventory it will activate the stats “AP” to auto regen at 50% faster. This one of the example.

Good luck!

If you like I offer a similar engine to NWE and it still being supported.

You can check out the demo here: (check out the animated COMBAT is awesome!)
http://167.99.108.136/pbbg5/index.php

Login: admin
PW: admin

Login: player
PW: player

Best feature for this engine that I like the most is Combat and time prediction stats. (It’s like real time)
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