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 Extended Inventory for Artifacts, the Bag

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Unknown_Hero
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Registration Date : 2015-09-06

PostSubject: Extended Inventory for Artifacts, the Bag   2015-10-11, 08:04

One of my frustrations with Heroes 2 is the limited Hero's Inventory.

You know, you win a combat against an enemy hero, and you don't get all his artifacts because all the slots are filled; how it can be frustrating. Mad

Or, you have dedicated a hero to "harvest" the artifacts on the sea, and rapidly the inventory gets filled, even worst you can no more "open" the Treasure Chests... ...or the artifacts are wasted... ...and generally, it's what the AI heroes do... 👅

Or, you win a combat against an enemy hero, and your precious slots are filled with Spell Scrolls (PoL)... ...and you already have most of the spells written in you Magic Book... ...how it can be annoying...

...your only choice, here, is to recruit another hero specially to free the cluttered slots of your heroes...

...it's not a very "strategic" option;  Rolling Eyes and for me, it's more a design flaw... ....which causes frustration... :bounce:


So, here comes the "BAG".

With the Bag, once the Hero's Inventory is full, the others artifacts are automatically redirected to the Bag.
The Bag can contain up to 49 artifacts, so, you have some time before it get filled.
I think it should be enough. I first designed a version with "unlimited" slots (70 artifacts per page and multiple pages), but I thought "it's way too much", Smile and the UI was not so good to use, and 49 slots is already a lot.
On the adventure map, the hero can freely move the artifacts between the Inventory and the Bag.

Only the artifacts located in the Hero Inventory (the 14 standard slots) are active, and I suggest the cursed artifacts are always active, even when they are located in the Bag (as a game option).
Another of my suggestions is to make the cursed artifacts are "glued" to the hero (as a game option), so they can only be removed in specific locations like the Alchemist's Tower (PoL).

How it work.

A "BAG" button is added to the Hero screen.



When the player clicks on the BAG button, the Hero Bag screen is displayed.
When the player exits the Hero Bag screen, he goes back to the Hero screen.
The 49 slots of the Bag are located the right side of the screen. 🤡



A "BAGS" button is added to the Meeting screen.



When the player clicks on the BAGS button, the Heroes Bags screen is displayed.
When the player exits the Heroes Bags screen, he goes back to the Meeting screen.
At the bottom of the screen, the inventories of heroes, at the top of the screen, the bags of heroes. 🤡



The "Bag system" can also be implemented as a game option to allow maximum flexibility for the players.

As a bonus, Smile I have made all the necessary screens and buttons directly usable in the game, only the coding is needed. Very Happy

http://speedy.sh/zRgDq/Hero-Screens-Inventory-and-Bag.zip

"Elle est pas belle la vie ?" Wink

"Is life not beautiful?" Wink


***** Edit *****

I have already planned an enhanced screen with the heroes primary skills displayed for the Heroes Bags screen.


***** Edit *****

Enhanced screen version with Primary and Secondary skills displayed for better comfort of use.



http://speedy.sh/BaCj5/Heroes-Meeting-BAGS-Screen-enhanced.zip


Last edited by Unknown_Hero on 2015-10-11, 09:38; edited 3 times in total
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Orzie
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PostSubject: Re: Extended Inventory for Artifacts, the Bag   2015-10-11, 08:24

Don't you think limited inventory is not a bug, but a feature? Smile It's a gameplay element, after all.

It makes sense for custom-created maps with lots of artifacts and optionally internal lore though.

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Unknown_Hero
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PostSubject: Re: Extended Inventory for Artifacts, the Bag   2015-10-11, 08:46

Orzie wrote:
Don't you think limited inventory is not a bug, but a feature? Smile It's a gameplay element, after all.

I never wrote that it's a bug, but that it brings frustration to the game. Smile
It's badly designed for me.

Also, what is the purpose of modding, if it's not possible to adapt things to your wishes. Cool
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