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Equipment Inventory

Equipment inventories are mostly the same as simple inventories, but they can equip items inside of their slots.

Properties

  • Each item occupies a single slot
  • Slots can have item requirements
  • Slots have gameplay tags
  • Slots have configurable capacities
  • Items can be 'equipped'.
  • Equipping can be configured to happen after depositing or manually

Usage

Items must implement IBLEquippable to be deposited into an equipment inventory. This interface contains four methods:

  • Can Equip: Asked before an item is about to be equipped.
  • Equip: Called after an item is equipped.
  • Can Unequip: Asked before an item is unequipped.
  • Unequip Called before an item is unequipped.

Gameplay Tags

  • Bolt.EquipmentSlot.IsEquipped: The slot's contents are equipped.
  • Bolt.EquipmentSlot.DepositRequiresEquippable: Items must be equippable to be deposited into the item slot.
  • Bolt.EquipmentSlot.DepositRequiresUnequippable: Items must be unequippable to be deposited into the item slot.
  • Bolt.EquipmentSlot.AutoEquip: The inventory will try to automatically equip items deposited into the slot.

Saving And Loading

When loading equipment inventories, items will be equipped in the same order as when they were saved. E.g.:

  1. Equip A
  2. Equip B
  3. Equip C
  4. Save ...
  5. Load: Try Equip A, then B, then C

This keeps equip side-effects from preventing equip for loaded items. E.g., if item B has attribute requirements that are granted by item A, B wouldn't be equippable until A is equipped.

If any item(s) fail to be re-equipped on load (e.g., due to updates in your game), they will remain deposited but will be unequipped.