Inventory

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shevegen
Posts: 155
Joined: June 3rd, 2004, 4:35 pm

Inventory

Post by shevegen » June 4th, 2018, 11:33 pm

I would like to have an inventory for units that carry items.

Rings, staff etc...

Right now in a campaign I got a staff.

But I may forget which unit has had the item. So I propose an inventory.

A bag or backpack icon could be shown. Could be a small icon.

When the mouse hovers over it, we could display the content of the
inventory via tooltips. This should be the simplest implementation
and should be doable without much code changes.

Right now I do not seem to have a way to look at the inventory.

If the unit does not carry anything, the inventory icon should not
show up. So it is only shown when there is at the least one
item inside the inventory-object.

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ghype
Posts: 248
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Inventory

Post by ghype » June 5th, 2018, 8:08 am

there is doofus Bad Moon Rising campaign doing exactly this. it is not flawless but its very enjoyable and the best I have seen sofar.

I dont think it is fid for multiplayer or default factions, but for campaigns it can make sense. if you want to experience it, I really recommend to give it try.
But maybe you already know this.
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Kwandulin
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Posts: 334
Joined: March 30th, 2014, 7:35 am
Location: Germany

Re: Inventory

Post by Kwandulin » June 5th, 2018, 8:10 am

I am very much in favor of this. BfW has a great potential for more RPG-like stuff. Unfortunately, there are many different implementations of inventories in UMC. It'd be great to have one (officially supported?)

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Heindal
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Location: Germany

Re: Inventory

Post by Heindal » June 7th, 2018, 5:03 pm

There have been many concepts for inventory in UMCs, be it by using message systems (Wesband, Strange Legacy, Legend of the Invincibles ...) or even with terrain and a drag and drop inventory (Aeranor). These concepts will not work together with simple "objects", as objects were designed to change the unit 'permanently'. The taken objects however now are saved within the unit and with the new feature "remove object" you can unequip an object based on it's "id". But that is not enough.

To effectively equip and unequip things you would need to check if a unit already carries an object and what type of item such as a weapon, shoes, shields, rings, amulets etc. Objects so far don't deliver that 'type of item' so you can't use it in the way intended.
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ghype
Posts: 248
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Inventory

Post by ghype » June 7th, 2018, 8:12 pm

so again, I want to clear my opinion up. I dont think this would be ideal for every mp scenario. maybe for mp campaings or scenarios who go over several maps like wc II or maybe scenarios who are design specifically to make the best use of this inventory system.

i could image this kind of extension would be mind-blowing for wc II.
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Ravana
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Re: Inventory

Post by Ravana » June 7th, 2018, 8:30 pm

I can see this included in core Lua files if you implement it.

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IIIO_METAL
Posts: 108
Joined: January 18th, 2017, 5:03 pm
Location: japan

Re: Inventory

Post by IIIO_METAL » June 8th, 2018, 3:20 am

I agree with the opinion that I am not suitable for the MP scenario.
And basically this event system is feasible and there are several UMCs that actually operate.
They are different in design according to the character of each campaign, and it is impossible to judge which is best.
I think that there is no need to add new functions to Wesnoth just for this.
However, it may be beneficial to find and brush up commonly used logic.

The problem with this system is that there are too many events to load into the scenario and load time tends to be long.
Creator of "Mountain Witch" & "Castle of evil spirit"

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