SO:Inventory

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Inventory represent the items that a Character has collected in The Lays of Althas: Sundered Order.

See SO:Equipment for further details about items from Inventory that the Character can "wear".

Basic Overview

Left Side: Main Equipment Submenu, Right Side: Rucksack Submenu

Inventory will be broken up into the following parts:

  • Equipment: Left side of screen. See SO:Equipment for further details.
  • Bags: Main Inventory (with items that take up space). Broken up into 2 parts:
    • Rucksack: The main Inventory, generally representative of your default Inventory (when wearing Clothing) and whatever item is in the Rucksack Equipment slot for added grid space.
    • Belt Bags: Secondary Inventory space, representative of extra bags in the Belt slots.
  • Keys: Keys that go to certain doors.
  • Paper: Notes, Papers and Scrolls that the player has collected.
  • Herbs: Various plants that can be gathered. Used in Cooking and Alchemy.
  • Maps: Maps that the player has collected.

The Demo will consist only of Equipment and Rucksack.

Basic Functionality

Left Side: Weapon Equipment Submenu, Right Side: Bags Submenu (Top: 2x2 Belt Bag, Middle: 3x3 Belt Bag, Bottom: Quiver)
  • Hover the Mouse over an Item (without clicking on it) in the Bags or Equipment submenus will bring up a "Tooltip" with information about that item
    • If you are hovering over an item in Bags, , then the currently hovered-over "Item Tooltip" will show. It will include various stats, some of which will show as 1 of 5 Descriptive Words with descriptive words (from Best to Worst):
      • Light Blue (Hex Code: 007ffe)
      • Green (Hex Code: 17fe00)
      • Yellow (Hex Code: f2fe00)
      • Orange (Hex Code: fe9a00)
      • Red (Hex Code: fe0000)
  • Left Click an Item and then clicking the o button will rotate the item if its grid size is not square (ex. 1x2, 2x3, etc). Items rotate to either (vertical, with the top of the item upwards) or 45º (horizontal, with the top of the item right-wards).
  • Right Click on an item in Rucksack or Bags will equip it in an open Equipment slot (if no other item is equipped there).
    • The Main/Weapon Equipment Submenu will be switched to automatically if the Item is equipped with right-click.
      • EXAMPLE: You currently have the Main Equipment Submenu and the Rucksack Submenu opened in Inventory, and Sidearm Slot 2 is open. You right-click a Sword in Rucksack: the Weapon Equipment Submenu is switched to and the Sword is moved to Sidearm Slot 2.

Equipment

See SO:Equipment for further details.

Tabs

On the top-left of the Inventory screen, you will notice several tabs.

Bags (b)

Press b, or click the Bags tab, to open this tab in Inventory. Think of Bags as the Inventory space for your "Big" items that take up space.

This is the default tab that is opened when you initially open the Inventory Menu.

Rucksack

The "Main Inventory" for Bags is your Rucksack. The Rucksack grid space varies depending on what the Character has equipped:

  • If the Character does not have Clothing nor Backpack equipped, then the Rucksack grid space will be empty.
  • If the Character does have Clothing equipped, but not a Backpack equipped, then the Rucksack grid space starts at 6x4.
  • If the Character does not have Clothing equipped, but does have a Backpack equipped, then the Rucksack grid space will at least be 6x3 and at most be 6x6 (depending on the Backpack).
    • If a Backpack is unequipped, the contents of what was in the Backpack should stay with it.
  • If the Character does have Clothing and Backpack equipped, then the Rucksack grid space will at least be 6x7 and at most be 6x10 (depending on the Backpack).
    • If a Backpack is unequipped, the contents of what was in the Backpack should stay with it.

Load

Also in Bags, at the bottom of the grid, you'll find a Load Bar. "Load" is supposed to represent how much a Character can carry (based on their Strength). This increases based on the total weight of the Items you have in Bags. The more Load, the more it should slow down the Character.

To the left of the Load Bar will be 1 of 2 buttons:

  • If the Rucksack grid is shown, then a "Bags" button, with a down arrow to the right of it will be shown. Click the button with your mouse, Mouse Wheel Down or Down key to switch to the Belt Bags grid.
    • The Rucksack grid is the default grid shown when the Inventory Menu first comes up.
  • If the Belt Bags grid is shown, then a "Rucksack" button, with an up arrow to the right of it will be shown. Click the button with your mouse, Mouse Wheel Up or the Up key to switch to the Rucksack grid.

NOTE: The "Belt Bags" button does not need to do anything in the Demo, nor does the Load Bar.

Belt Inventory

Examples of various Belt Bag and Quiver combinations that are equipped in their appropriate Belt Slots, and how the Character's Belt Inventory will look.

The Belt Inventory includes your Quiver and Belt Bags.

Quiver Slot

If you equip a Quiver in the Quiver Slot in the leftmost Belt Slot ("Quick Slot 6"), then the Character will receive a 6x3 grid space to equip 1x3 Arrows and/or Bolts.

If no Quiver is equipped, then there is no Quiver Inventory grid space.

"Max Stack" for an individual Arrow or Bolt is still under discussion. Also whether a Quiver will allow for more then 6 different types of Arrows/Bolts (with arrows to allow for more space to equip Arrows/Bolts) is also still under discussion.

Belt Bag Slot

The Belt Inventory grid space varies depending on what the Character has equipped in their Belt Bag Slot:

  • Small Belt Bag = 6x2
  • Medium Belt Bag = 6x4
  • Large Belt Bag = 6x6

If no Belt Bag is equipped, then there is no Belt Bag Inventory grid space.

Item Tooltips: 5-Colored Descriptions (Current Proposal)

This section will explain how Item Tooltips are currently intended to work. NOTE: The Inventory/Equipment Wearables and Weapons Equipment Menus still need reworked to look like this. The below example will be using the current Inventory/Equipment Layout:

Example: Step 0

Image 0

You click the I button in-game, and the Inventory Menu opens. See Image 0.

The default screen is the Bags (b) tab, the Wearables Equipment on left and your Rucksack Inventory on right. In the future, we want for default Inventory Grid to be 6x4 (if you have Clothing equipped, as is so in this image), for the Rucksack (r) Tab to be removed (Bags (b) will represent both) and for the Wearables/Weapons Equipment buttons in Top Left to have Left and Right Arrow keys shown instead of an E.

Example: Step 1

Image 1

You move the Mouse Cursor over the 1x3 Sword in your Inventory on the Right. See Image 1.

An Item Tooltip appears just outside of the Sword Image. You are shown various details about the Sword. You may notice that there are very few numbers: instead of showing lots of numbers for the "stats" of things in Althas, we're going with a more descriptive approach. We like to call these "descriptive stats" or "descriptive words." A Knight would not say "This sword does 3 damage." Instead, he would more likely say "This sword is Weak at damaging opponents." It adds a sense of realism, and lessens the focus of min-maxing equipment. For details on what these descriptive stats mean, see the Melee Weapon/Tool Tab in the Item Aspects document.

Now, you may notice that several of the words here are colored. Every Descriptive Word can be 1 of 5 colors (see SO:Inventory#Basic_Functionality for details). In this example, we see the following Descriptive Words:

  • Decent: This is the Quality of the Weapon. Orange means that this is the 2nd worst Descriptive Word for this stat.
  • Effective: This is the Swing Effectiveness of the Weapon. Green means that this is the 2nd best Descriptive Word for this stat.
  • Normal: This is the Thrust Effectiveness of the Weapon. Yellow means that this is the middle most Descriptive Word (3rd best, 3rd worst) for this stat.
  • Nimble: This is the Weapon Speed of the Weapon. Light Blue means that this is the best Descriptive Word for this stat.
  • Weak: This is the Average Damage (between the Swing Damage and Thrust Damage) of the Weapon. Orange means that this is the 2nd worst Descriptve Word for this stat.

The "Muscle Arm" Icon is the Strength Requirement for the Weapon. It is either Green (you meet the Strength Requirements to equip the weapon) or Red (you do not meet the Strength Requirements to equip the weapon).

Item Tooltips: Comparative Colored Descriptions (Old Proposal)

This section will explain how Item Tooltips were originally intended to work.

NOTE: The Inventory/Equipment Wearables and Weapons Equipment Menus still need reworked to look like this. The below example will be using the current Inventory/Equipment Layout:

Example: Step 0

Image 0

You click the I button in-game, and the Inventory Menu opens. See Image 0.

The default screen is the Bags (b) tab, the Wearables Equipment on left and your Rucksack Inventory on right. In the future, we want for default Inventory Grid to be 6x4 (if you have Clothing equipped, as is so in this image), for the Rucksack (r) Tab to be removed (Bags (b) will represent both) and for the Wearables/Weapons Equipment buttons in Top Left to have Left and Right Arrow keys shown instead of an E.

Example: Step 1

Image 1

You move the Mouse Cursor over the 1x3 Sword in your Inventory on the Right. See Image 1.

An Item Tooltip appears just outside of the Sword Image. You are shown various details about the Sword. You may notice that there are very few numbers: instead of showing lots of numbers for the "stats" of things in Althas, we're going with a more descriptive approach. We like to call these "descriptive stats" or "descriptive words." A Knight would not say "This sword does 3 damage." Instead, he would more likely say "This sword is Weak at damaging opponents." It adds a sense of realism, and lessens the focus of min-maxing equipment. For details on what these descriptive stats mean, see the Melee Weapon/Tool Tab in the Item Aspects document.

Example: Step 2

Image 2

You move the Mouse Cursor away from the Sword and click the E button. See Image 2.

The Weapons Equipment. screen now appears on the left side of the screen. In the future, the Left and Right Arrow keys should switch between the two.



Example: Step 3

Image 3

Let's say you already have a Mace equipped in Sidearm Slot 1. You move the Mouse Cursor over the Sword. See Image 3.

There are now 2 Tooltips: 1 for the Sword your Mouse Cursor is over, and another for the equipped item (the Mace).

You may also notice that some text between the 2 Tooltips have different colored text:

  • Red = This descriptive word is worse than the other Item's matching descriptive word.
  • Yellow = This descriptive word is the same as the other Item's matching descriptive word.
    • In the case of more than two being compared, Yellow can also mean somewhere in between.
  • Green = This descriptive word is better than the other Item's matching descriptive word.

Example: Step 4

Image 4

Now let's say you already have a Mace equipped in Sidearm Slot 1 and a Claymore equipped in Sidearm Slot 2. You move the Mouse Cursor over one of the Swords in Inventory. See Image 4.

There are now 3 Tooltips: 1 for the Sword your Mouse Cursor is over in Inventory, and 2 more for the equipped weapons (the Mace and Claymore).

You will again some text between the 3 Tooltips have different colored text. This becomes more confusing, so it's worth going through what color means what in this case:

  • Quality: The colored word on the first line. This represents the overall quality of the Weapon. In this case, the Northern Short Sword and Northern Spiked Mace share the same "descriptive word" (Decent), so both are Yellow (the same). The Holen Claymore has a higher/better "descriptive word", then the other 2, and so is Green.
  • Swing Effectiveness: The colored word on the second line. This represents a combination of your Weapon's Speed and Edge Damage while swinging your weapon. Although all 3 Weapons share the same "descriptive word", numbers-wise (in the Programming), the Northern Spiked Mace and Holen Claymore are more "effective" at swinging then this Northern Short Sword is. Between the Northern Spiked Mace and Holen Claymore, likely one of these are more effective then the other.
  • Thrust Effectiveness: The colored word on the third line. This represents a combination of your Weapon's Speed and Point Damage while thrusting your weapon. This one is a bit strange, but will make sense soon: the Northern Spiked Mace is "Balanced", which is worse than the other 2 Weapons (Red), the Northern Short Sword is "Normal", which is somewhere in-between these 2 (Yellow) and the Holen Claymore is "Dangerous", which is betterthan the other 2 Weapons (Green).
  • Weapon Speed: The first colored word on the fourth line. This represents how quickly this weapon can be swung and/or thrust. The Holen Claymore and Northern Short Sword are "nimble" and share the same weapon speed (Yellow) and the Northern Spiked Mace is "balanced", which is slower (Red).
  • Damage: The second colored word on the fourth line. This is the overall combined damage of the Edge, Point and (if the weapon has a pole) Pole damage. Both the Northern Spiked Mace and Holen Claymore are "harmful", which does more overall damage then the Northern Short Sword (Green). The Northern Short Sword is "weak", which means it does less overall damage (Red).

Coins (c)

[WIP]

Keys (k)

[WIP]

Paper (p)

[WIP]

Herbs (h)

[WIP]

Maps (m)

[WIP]

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