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  1. May 3, 2024 · First things first, open up Studio, and insert a ScreenGui asset into the StarterGui. This will allow us to have a custom inventory GUI. This will also be the holder for the system (everything related should go inside here). Next, we need to insert a Frame asset into the ScreenGui, and resize and center it.

  2. 23 hours ago · When a player acquires an item, save that addition to your datastores at that moment. When a player drops or loses an item remove that item from their Data Stores inventory. That’s what I said but I got 2 Scripts here I used to use for my inventory System (I just need a code pls don’t tell me to go on an Assistant page or just paste me a ...

  3. May 24, 2019 · Data.Inventory = {1, 2, 3, 4} -- Store the ID's of your items that the user owns. return Data. end) Alternatively, if each item has its own name, you can do the same thing except using the item’s name instead. When retrieving your items for a player, you can do the following:

  4. Jul 12, 2023 · My only issue is I’m unsure about the best way to store and handle my item data. I want to create a system like the following: local Inventory -- requires the inventory module i have. local Items -- something that has returns all items in a table. Inventory:AddItem(Items["Wooden Blade"])

  5. May 17, 2024 · I got two script here and pls tell me the Data Store Code and where I have to put it: InventoryScript: "’. local inventoryEvent = game.ReplicatedStorage.Remotes.InventoryEvent. game.Players.PlayerAdded:Connect (function (player) local inventory = player:WaitForChild("Inventory") local inventoryFrame = player.PlayerGui:WaitForChild ...

  6. May 10, 2024 · local inventory = player:WaitForChild("Inventory") local inventoryFrame = player.PlayerGui:WaitForChild("InventoryGui").InventoryFrame.ItemsFrame:GetChildren() inventory.ChildAdded:Connect(function(Item) inventoryEvent:FireClient(player, Item.Name, true) end)

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