Wyvernbox - Inventory System

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don-tnowe
Wyvernbox - Inventory System

Yet another inventory system, made primarily for Action RPGs. Now for Godot 4!Setup:- Drag stuff from addons/wyvernbox_prefabs into your scene. Should just work.- Enabling the plugin optional, but highly recommended.- If enabled, access the Documentation as you would in Godot - via the F1 key, then search.- Items are defined through ItemType resources.- For loot tables, make ItemInstantiators (each item, chance optional) and/or ItemGenerators (one from list, can be generated by script). For "or" logic or script-driven checks, make ItemPatterns.Supports:- 4 inventory types, including those for multi-slot items, equipment, and theoretically-infinite (or count-limited) currencies- all types are compatible with GUI containers- 2D and 3D ground items- gestures: quick-transfer (Shift-Click), gather/transfer all items of type (Double-Click), split one/half (Right-Click)- crafting with substitutes and random outcomes, merchants with randomized and limitable wares- localizable equipment affixes (for your Incredible Club of Casual Murder)- item search/filters, autosave- custom inspector tables to map items to values in YOUR classes (like in ShopManager, ItemGenerator, ItemPattern objects). Include an Item Browser popup to easily drag-drop item types, generators and patterns from the project.- hook up the GrabbedItemStack node's signals to a node to make input events do custom actions with grabbed items.Try the example:- Copy the example/ and addons/ folders into you project. DON'T unpack the entire repo zip, just these two.- Enabling the plugin optional, but highly recommended.- Launch test_2d.tscn

Supported Engine Version
4.0
Version String
1.3.13
License Version
MIT
Support Level
community
Modified Date
14 days ago
Git URL
Issue URL

Yet another inventory system, made primarily for Action RPGs. Now for Godot 4!

Setup:
- Drag stuff from addons/wyvernbox_prefabs into your scene. Should just work.
- Enabling the plugin optional, but highly recommended.
- If enabled, access the Documentation as you would in Godot - via the F1 key, then search.
- Items are defined through ItemType resources.
- For loot tables, make ItemInstantiators (each item, chance optional) and/or ItemGenerators (one from list, can be generated by script). For "or" logic or script-driven checks, make ItemPatterns.

Supports:
- 4 inventory types, including those for multi-slot items, equipment, and theoretically-infinite (or count-limited) currencies
- all types are compatible with GUI containers
- 2D and 3D ground items
- gestures: quick-transfer (Shift-Click), gather/transfer all items of type (Double-Click), split one/half (Right-Click)
- crafting with substitutes and random outcomes, merchants with randomized and limitable wares
- localizable equipment affixes (for your Incredible Club of Casual Murder)
- item search/filters, autosave
- custom inspector tables to map items to values in YOUR classes (like in ShopManager, ItemGenerator, ItemPattern objects). Include an Item Browser popup to easily drag-drop item types, generators and patterns from the project.
- hook up the GrabbedItemStack node's signals to a node to make input events do custom actions with grabbed items.

Try the example:
- Copy the example/ and addons/ folders into you project. DON'T unpack the entire repo zip, just these two.
- Enabling the plugin optional, but highly recommended.
- Launch test_2d.tscn

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Quick Information

0 ratings
Wyvernbox - Inventory System icon image
don-tnowe
Wyvernbox - Inventory System

Yet another inventory system, made primarily for Action RPGs. Now for Godot 4!Setup:- Drag stuff from addons/wyvernbox_prefabs into your scene. Should just work.- Enabling the plugin optional, but highly recommended.- If enabled, access the Documentation as you would in Godot - via the F1 key, then search.- Items are defined through ItemType resources.- For loot tables, make ItemInstantiators (each item, chance optional) and/or ItemGenerators (one from list, can be generated by script). For "or" logic or script-driven checks, make ItemPatterns.Supports:- 4 inventory types, including those for multi-slot items, equipment, and theoretically-infinite (or count-limited) currencies- all types are compatible with GUI containers- 2D and 3D ground items- gestures: quick-transfer (Shift-Click), gather/transfer all items of type (Double-Click), split one/half (Right-Click)- crafting with substitutes and random outcomes, merchants with randomized and limitable wares- localizable equipment affixes (for your Incredible Club of Casual Murder)- item search/filters, autosave- custom inspector tables to map items to values in YOUR classes (like in ShopManager, ItemGenerator, ItemPattern objects). Include an Item Browser popup to easily drag-drop item types, generators and patterns from the project.- hook up the GrabbedItemStack node's signals to a node to make input events do custom actions with grabbed items.Try the example:- Copy the example/ and addons/ folders into you project. DON'T unpack the entire repo zip, just these two.- Enabling the plugin optional, but highly recommended.- Launch test_2d.tscn

Supported Engine Version
4.0
Version String
1.3.13
License Version
MIT
Support Level
community
Modified Date
14 days ago
Git URL
Issue URL

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