Wyvernbox - Inventory System 1.3.13 Scripts 4.0 Community
Submitted by user don-tnowe; MIT; 2024-10-03
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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