Inventory System not works, and i cant find where is error (no errors in console). Maybe solution is easy, but im not scripter.
So, here’s scripts:
Overview
- Structure Setup
- ReplicatedStorage Items Configuration
- GUI Setup
-
Server-Side Scripts
- Data Persistence
- Inventory Management
-
Client-Side Scripts
- GUI Interaction
- RemoteEvents Configuration
- Completion and Testing
1. Structure Setup
Before diving into scripting, ensure your game’s hierarchy is organized as follows:
- ReplicatedStorage
- Items (Folder)
- [Item1] (Folder)
- Badge (NumberValue)
- Thumbnail (NumberValue)
- [Item2]
- Badge
- Thumbnail
- ...
- ServerScriptService
- InventoryManager (Script)
- DataStoreManager (Script)
- StarterPlayer
- StarterPlayerScripts
- InventoryClient (LocalScript)
- ReplicatedStorage
- Remotes
- EquipItem (RemoteEvent)
- UnequipItem (RemoteEvent)
2. ReplicatedStorage Items Configuration
Populate the ReplicatedStorage -> Items
folder with individual item folders. Each item should have:
-
Badge (
NumberValue
): The Badge ID required to access the item. -
Thumbnail (
NumberValue
): The Asset ID of the item’s icon.
Example Structure for an Item (Sword
):
- Sword (Folder)
- Badge (NumberValue) [Value = 12345678]
- Thumbnail (NumberValue) [Value = 87654321]
- Tool (Tool) [The actual Tool instance]
Ensure that each item has both Badge
and Thumbnail
. Items missing either will not appear in the inventory GUI.
3. GUI Setup
Design your Inventory GUI within StarterGui
. Here’s a recommended structure:
- StarterGui
- InventoryGui (ScreenGui)
- MainFrame (Frame)
- Container (CanvasGroup)
- ScrollingFrame (ScrollingFrame)
- UIListLayout
- ItemTabTemplate (Frame) [Template for item tabs, set Visible to false]
- [Optional] ToggleButton (TextButton) [To open/close inventory]
ItemTabTemplate Structure:
- ItemTabTemplate (Frame) [Set `Name` to "ItemTabTemplate" and `Visible` to false]
- ItemName (TextLabel)
- ItemImage (ImageLabel)
- EquipButton (TextButton)
Make sure to clone ItemTabTemplate
for each item dynamically; keep it hidden in the template.
4. Server-Side Scripts
a. Data Persistence (DataStoreManager
)
This script handles saving and loading player inventory data using Roblox’s DataStoreService
.
-- ServerScriptService -> DataStoreManager
local DataStoreService = game:GetService("DataStoreService")
local InventoryDataStore = DataStoreService:GetDataStore("PlayerInventory")
local Players = game:GetService("Players")
-- Function to save inventory
local function saveInventory(player)
local backpack = player:FindFirstChild("Backpack")
if not backpack then return end
local inventory = {}
for _, item in ipairs(backpack:GetChildren()) do
table.insert(inventory, item.Name)
end
local success, errorMessage = pcall(function()
InventoryDataStore:SetAsync(player.UserId, inventory)
end)
if not success then
warn("Failed to save inventory for", player.Name, ":", errorMessage)
end
end
-- Function to load inventory
local function loadInventory(player)
local backpack = player:FindFirstChild("Backpack")
if not backpack then return end
local inventory = {}
local success, data = pcall(function()
return InventoryDataStore:GetAsync(player.UserId)
end)
if success and data then
inventory = data
else
inventory = {} -- Initialize empty inventory if no data
end
-- Clear current backpack
backpack:ClearAllChildren()
-- Add items to backpack based on saved data
for _, itemName in ipairs(inventory) do
local item = game.ReplicatedStorage.Items:FindFirstChild(itemName)
if item then
local tool = item:FindFirstChild("Tool")
if tool then
tool:Clone().Parent = backpack
end
end
end
end
-- Player Added
Players.PlayerAdded:Connect(function(player)
-- Load inventory when player joins
loadInventory(player)
end)
-- Player Removing
Players.PlayerRemoving:Connect(function(player)
-- Save inventory when player leaves
saveInventory(player)
end)
-- Optional: Save inventory periodically
while wait(300) do -- Every 5 minutes
for _, player in ipairs(Players:GetPlayers()) do
saveInventory(player)
end
end
b. Inventory Management (InventoryManager
)
This script handles populating the inventory GUI based on player badges and managing equip/unequip actions.
-- ServerScriptService -> InventoryManager
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local BadgeService = game:GetService("BadgeService")
local Remotes = ReplicatedStorage:FindFirstChild("Remotes")
if not Remotes then
Remotes = Instance.new("Folder")
Remotes.Name = "Remotes"
Remotes.Parent = ReplicatedStorage
end
-- Create RemoteEvents if they don't exist
local EquipItem = Remotes:FindFirstChild("EquipItem") or Instance.new("RemoteEvent", Remotes)
EquipItem.Name = "EquipItem"
local UnequipItem = Remotes:FindFirstChild("UnequipItem") or Instance.new("RemoteEvent", Remotes)
UnequipItem.Name = "UnequipItem"
-- Function to check if a player has a badge
local function hasBadge(player, badgeId)
local success, hasBadge = pcall(function()
return BadgeService:UserHasBadgeAsync(player.UserId, badgeId)
end)
if success then
return hasBadge
else
warn("Failed to check badge for", player.Name)
return false
end
end
-- Handle Equip Item Request
EquipItem.OnServerEvent:Connect(function(player, itemName)
local item = ReplicatedStorage.Items:FindFirstChild(itemName)
if not item then return end
local backpack = player:FindFirstChild("Backpack")
if not backpack then return end
-- Check badge
local badge = item:FindFirstChild("Badge")
if not badge then return end
if not hasBadge(player, badge.Value) then
-- Optionally, notify the player they don't have the required badge
return
end
-- Check if item is already equipped
if backpack:FindFirstChild(itemName) then
-- Unequip
backpack[itemName]:Destroy()
else
-- Equip
local tool = item:FindFirstChild("Tool")
if tool then
tool:Clone().Parent = backpack
end
end
end)
-- Optionally, handle Unequip separately if needed
UnequipItem.OnServerEvent:Connect(function(player, itemName)
local backpack = player:FindFirstChild("Backpack")
if not backpack then return end
local currentItem = backpack:FindFirstChild(itemName)
if currentItem then
currentItem:Destroy()
end
end)
5. Client-Side Scripts
a. Inventory Client (InventoryClient
)
This LocalScript handles the GUI interactions, populating the inventory based on the player’s data, and communicating with the server to equip/unequip items.
-- StarterPlayer -> StarterPlayerScripts -> InventoryClient (LocalScript)
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
local BadgeService = game:GetService("BadgeService") -- Only if needed on client
local Remotes = ReplicatedStorage:WaitForChild("Remotes")
local EquipItem = Remotes:WaitForChild("EquipItem")
local UnequipItem = Remotes:WaitForChild("UnequipItem")
local InventoryGui = script.Parent:WaitForChild("InventoryGui")
local MainFrame = InventoryGui:WaitForChild("MainFrame")
local Container = MainFrame:WaitForChild("Container")
local ScrollingFrame = Container:WaitForChild("ScrollingFrame")
local ItemTabTemplate = ScrollingFrame:FindFirstChild("ItemTabTemplate")
-- Function to check if item tab template exists
if not ItemTabTemplate then
warn("ItemTabTemplate not found in ScrollingFrame")
return
end
-- Function to populate inventory GUI
local function populateInventory()
-- Clear existing ItemTabs except the template
for _, child in ipairs(ScrollingFrame:GetChildren()) do
if child:IsA("Frame") and child.Name ~= "ItemTabTemplate" then
child:Destroy()
end
end
-- Get all items from ReplicatedStorage
local itemsFolder = ReplicatedStorage:WaitForChild("Items")
for _, item in ipairs(itemsFolder:GetChildren()) do
local badgeValue = item:FindFirstChild("Badge")
local thumbnailValue = item:FindFirstChild("Thumbnail")
if badgeValue and thumbnailValue then
-- Check if player has the badge
local hasBadge = false
local success, result = pcall(function()
return BadgeService:UserHasBadgeAsync(LocalPlayer.UserId, badgeValue.Value)
end)
if success then
hasBadge = result
else
warn("Failed to check badge for", LocalPlayer.Name)
end
if hasBadge then
-- Clone the ItemTabTemplate
local itemTab = ItemTabTemplate:Clone()
itemTab.Name = "ItemTab_" .. item.Name
itemTab.Visible = true
-- Set Item Name
local itemNameLabel = itemTab:FindFirstChild("ItemName")
if itemNameLabel and itemNameLabel:IsA("TextLabel") then
itemNameLabel.Text = item.Name
end
-- Set Item Image
local itemImage = itemTab:FindFirstChild("ItemImage")
if itemImage and itemImage:IsA("ImageLabel") then
itemImage.Image = "rbxassetid://" .. thumbnailValue.Value
end
-- Set Equip Button State
local equipButton = itemTab:FindFirstChild("EquipButton")
if equipButton and equipButton:IsA("TextButton") then
if LocalPlayer.Backpack:FindFirstChild(item.Name) then
equipButton.Text = "UNEQUIP"
else
equipButton.Text = "EQUIP"
end
-- Connect button click
equipButton.MouseButton1Click:Connect(function()
EquipItem:FireServer(item.Name)
-- Update button text
if equipButton.Text == "EQUIP" then
equipButton.Text = "UNEQUIP"
else
equipButton.Text = "EQUIP"
end
end)
end
-- Parent the itemTab to ScrollingFrame
itemTab.Parent = ScrollingFrame
end
end
end
end
-- Initial population when GUI is shown/opened
populateInventory()
-- Optionally, re-populate when player's backpack changes
LocalPlayer.Backpack.ChildAdded:Connect(function(child)
local equipButton = ScrollingFrame:FindFirstChild("ItemTab_" .. child.Name)
if equipButton then
local button = equipButton:FindFirstChild("EquipButton")
if button and button:IsA("TextButton") then
button.Text = "UNEQUIP"
end
end
end)
LocalPlayer.Backpack.ChildRemoved:Connect(function(child)
local equipButton = ScrollingFrame:FindFirstChild("ItemTab_" .. child.Name)
if equipButton then
local button = equipButton:FindFirstChild("EquipButton")
if button and button:IsA("TextButton") then
button.Text = "EQUIP"
end
end
end)
-- [Optional] Toggle Inventory GUI with a button or keybind
-- Example: Using "I" key to toggle
local UserInputService = game:GetService("UserInputService")
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.KeyCode == Enum.KeyCode.I then
InventoryGui.Enabled = not InventoryGui.Enabled
if InventoryGui.Enabled then
populateInventory()
end
end
end)
Explanation:
-
populateInventory Function:
- Clears existing ItemTabs (except the template).
- Iterates through all items in
ReplicatedStorage.Items
. - Checks if the player has the required badge using
BadgeService:UserHasBadgeAsync
. - Clones the
ItemTabTemplate
, sets the item name and image. - Updates the Equip button’s text based on whether the item is equipped.
- Connects the Equip button to fire a server event to equip/unequip the item.
-
Dynamic Updates:
- Listens to changes in the player’s Backpack to update the Equip button’s state in real-time.
-
GUI Toggle:
- Allows the player to toggle the inventory GUI with the “I” key. Customize as needed.
6. RemoteEvents Configuration
Ensure that the EquipItem
and UnequipItem
RemoteEvents are properly set up in ReplicatedStorage -> Remotes
.
- EquipItem: Handles equip requests from the client.
- UnequipItem: Handles unequip requests from the client. (Optional based on implementation)
These events facilitate communication between the client and server, ensuring secure and authoritative actions.