Author Topic: Inventories in Axe?  (Read 4420 times)

0 Members and 1 Guest are viewing this topic.

Offline artificialstarlight

  • LV0 Newcomer (Next: 5)
  • Posts: 2
  • Rating: +0/-0
    • View Profile
Inventories in Axe?
« on: February 29, 2020, 04:00:41 pm »
I am wondering how to make a text based inventory system for a game using Axe. I tried this tutorial:
https://www.omnimaga.org/axe-language/inventory-system/msg265458/#msg265458
but it gave me OS Var Missing error at [Str00].

Offline E37

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 358
  • Rating: +23/-0
  • Trial and error is the best teacher
    • View Profile
Re: Inventories in Axe?
« Reply #1 on: February 29, 2020, 04:24:44 pm »
If you know how big your inventory is going to be, you can use:
Code: [Select]
Buff(<size>)->varWhere you insert the size and the variable. To access it use {var} and ->{var} to write. Add an r after it if you want to change a 2 byte value.
As for text based, that has nothing to do with the inventory system.

What the code you mentioned is doing is taking the os variable named Str00 and copy-pasting its contents as data into the end of the program. He had meaningful data in Str00 but since you don't have any data to include, you don't need to use those statements.
I'm still around... kind of.

Offline artificialstarlight

  • LV0 Newcomer (Next: 5)
  • Posts: 2
  • Rating: +0/-0
    • View Profile
Re: Inventories in Axe?
« Reply #2 on: February 29, 2020, 04:32:29 pm »
oki thanks, I think I got it :3