
Inventory Items - Game Design with AGS - GitHub Pages
2010年2月4日 · Adventure Games Need Inventory Items. By default, AGS uses a Sierra-style inventory system, where the player's inventory is managed through a separate "inventory screen" which displays all the items the player is currently carrying. Figure 4.15 shows an example of an inventory screen from King's Quest VI.
InventoryItem functions and properties - GitHub Pages
Gets the script name of the inventory item, which serves as a unique identifier, as set in the AGS Editor. This may be useful if you have a pointer to some item stored in your variable, and want to know what it actually is.
How can you use an "Inventory Item" on a character?
2 天之前 · That's really simple- go to the "Characters" tree of your game and find the character you want to give the item to. Click the event button (that small thunderbolt icon) to open his events pane. There's one called "use inventory on character", and that is the event handler you want to create. Click the "..." button to create the handler and then:
GUI, Inventory & Menu - Adventure Game Studio
New in AGS V2.7 and above enables you to create separate functions for different buttons clicked, consult the manual for more info. How can I add money into my game? You know, like the character carries around an inventory item that is a coin, and it keeps count of how much money he has...and...er...you know what I mean...!
Feature: Inventory Items
Inventory items represent things that a character may acquire, hold and use: a physical object, an idea, an usable skill, and so forth, depending on game mechanics that you want to have. Each character in the game has their own "inventory" which is the set of items they are carrying.
Character functions and properties - GitHub Pages
The first parameter is the inventory item's Script Name from the editor (for example, iPoster). By default, the new item is added to the end of the character's inventory list. However, you can insert it in a particular position in the list by supplying the second parameter. The new item is inserted before the current item at addAtIndex. Indexes ...
The "best" way to manage inventory item interactions
2009年8月27日 · Something I've found in AGS is that the default way round for defining using inventory items "on" other objects is to have the reactions dealt with from the target first, rather than being defined by the item being used. So for instance, I try to use the WEASEL from my inventory with the DOOR.
Inventory Items Editor - GitHub Pages
Inventory Items Editor. A place to edit Items that can be added to a character's inventory by the player. Cursor Image. The image number from the Sprite Manager that is displayed as the active cursor image when selecting this inventory item from the inventory. This could be to use it on another inventory item or to use it somewhere inside your ...
Feature_InventoryItems - adventuregamestudio/ags-manual …
Inventory items represent things that a character may acquire, hold and use: a physical object, an idea, an usable skill, and so forth, depending on game mechanics that you want to have. Each character in the game has their own "inventory" which is the set of items they are carrying.
Using Inventory Items - Game Design with AGS - GitHub Pages
Since the player might have several inventory items throughout the game, we have to make sure that it was the stick that was used and not some other item the player might have. We use the ActiveInventory property of the character to do this: