Custom Inventory Bags

Just a quick question. Is there a way to make a script automatically read bags/subcatagories for inventory items?

Here’s what I mean. With the default inventory, when you add, let’s say, “Weapons/Two Handed Salmon”, the default inventory shows the new Weapons catagory at the inventory screen without any additional coding. Just a simple ‘toweapons’ command and the new subcatagory is made.

If possible, I’d like to do that for my custom inventory interface and avoid making the script overly complex. Simple, yet effective scripts. That’s how I like doing things =P

I’ve had to resort to replacing the / with something else, that might not be used.
Seems the scripting in v2 is incapable of understanding the full NPCw Name when in a Bag/Folder.

I have no trouble reading bags/folders. For example, I have a staff NPC that only displays items with Staff/ as the folder name, and displaying the items arranged grouped neatly. Very useful for opening the staff UI in the click of a button and seeing a list of staff NPCws as well as other staff commands, like the regional warper, ectt…

My custom inventory uses the same script, though at the moment, I can only use folders and bags pre-defined in the interface. Thus, limiting the organization of NPCws, unless I update the script each time I add new folders.

Oh. Sentinel’s is more dynamic.
It takes what folder/submenu you are in. Grabs the names of all the NPC Weapons you have.
All of the first tokens are of the first folder/submenu layer. So they’ll show on the lowest layer. Then being in another folder (a step higher), I record the “folder history”

Eg: + weapons_bomb -> “weapons”

Then I look for other items and folders within “weapons”

so it’ll show

weapons_bomb
weapons_staff_boots, staff being a new “folder” to add into the viewable list.

[QUOTE=Beholder;10983]
Oh. Sentinel’s is more dynamic.
It takes what folder/submenu you are in. Grabs the names of all the NPC Weapons you have.
All of the first tokens are of the first folder/submenu layer. So they’ll show on the lowest layer. Then being in another folder (a step higher), I record the “folder history”

Eg: + weapons_bomb → “weapons”

Then I look for other items and folders within “weapons”

so it’ll show

weapons_bomb
weapons_staff_boots, staff being a new “folder” to add into the viewable list.
[/QUOTE]

Ah, nice. Fortunatly, mine reads all NPCws themselves, so doesn’t need each item defined in the interface. It basically makes as much use as the default system as I could figure out, mostly just trying to give inventory a new look, rather than replace it. Having to only pre-define catagories isn’t too bad, just annoying, since I like how the default inventory works… just not how it looks, lol. Mine also has some new additions, like a money dropper so you don’t need to use S+A and accidently slice your friend in half when doing so XD

[QUOTE=SolarT;10984]so you don’t need to use S+A and accidently slice your friend in half when doing so XD[/QUOTE]

I was quite good at being able to hit S+A fast enough to instantly cancel the sword animation, useful for running through swamp/bush fields. However this keyboard can’t seem to handle the input fast enough.