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Grid Inventory

The grid inventory stores items in slots, with each item able to occupy multiple slots:

Grid Inventory

Specify collision size in the item definition.

Properties​

  • Each item can occupy multiple slots
  • Slots can have item requirements (All collided slots' requirements must pass)
  • Slots have gameplay tags
  • Slots have configurable capacities (Final capacity equals the minimum among collided slots)

Requirements​

Each item slot can have requirements just like the simple inventory; items that collide with multiple slots must pass requirements for all of the slots they occupy.

Capacity​

Slot capacity is the minimum from among slots the item(s) occupy.

Anchors​

The anchor slot stores the item's data. Other slots in the item's collision store a reference to the anchor:

Occupancy

The anchor is located in the top-left slot for the item's collision (the slot with minimum X and Y coordinates).

Operations and the Anchor​

Inventory functions handle the anchor differently:

  • Deposit: When depositing, you are specifying the anchor slot in the parameter SlotToDeposit.
  • Withdraw, Destroy, Use: You may specify any slot in the item's collision.

Saving and Loading​

caution

If you change an item's collision in between your game's release versions, items will still be in the same slots even if it looks like they shouldn't fit.