I need help with creating a special inventory

Hello developers!

I need help creating a special inventory (GUI) that creates an item tab with the name and picture of the current player’s achievements (when you click on the item icon, information about the item appears on the side of the GUI and an EQUIP button that adds the item to the player’s MAIN inventory (Backpack) and saves it there when the player needs to the item, then the item is removed from the player’s MAIN inventory.) Sorts them in order in categories.

To make it more clear what I meant, watch a video from one roblox game (Mega Boss Survival By Dinpey):

Someone got idea(s) how to create this? I will be very grateful if someone can help!

2 Likes

Well first off you’d need the UI, and then youd do something along the lines of this:
First have like a folder somewhere with all items, then you would display each on in this UI, ofc we also check if an item of the same name is in either the players backpack, or character.

We would then tell if the player presses on when of the Ui elements, we would then display the equip UI, with its details, if the player has that item in their backpack and/or character, then we display it as “unequip”, otherwise it displays “equip”

next when the equip/unequip button is pressed we send an event to the server telling it hey, lets change some stuff!

We would send the item the user is trying to equip in the event.
The server then checks to see if the player owns said item, and if so then if they dont have it in their backpack or character then we give it to them, otherwise we remove it.

And thats about how you’d do it. There are prob some things that’d need changed but I hope this helps as a starting point! If you have any questions feel free to ask!
~ Frodev

2 Likes

Okay, but I don’t understand one thing. How do I link items to the badge? When a player receives a certain badge, when entering the game, he is always given an item that is specified in the script (I do not use DataStore or something like that, and I am an initial developer and I am not good at programming at all)

1 Like

Hmm I take it you need to use badge service for this one, let me look it up.
Ok so to tell if they own a badge you can use
UserHasBadgeAsync, which would then check if the player has a badge, in that case you can tell they can use it

1 Like

So, here’s scripts:

ITS NOT WORKING!:

Overview

  1. Structure Setup
  2. ReplicatedStorage Items Configuration
  3. GUI Setup
  4. Server-Side Scripts
    • Data Persistence
    • Inventory Management
  5. Client-Side Scripts
    • GUI Interaction
  6. RemoteEvents Configuration
  7. 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:

  1. 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.
  2. Dynamic Updates:

    • Listens to changes in the player’s Backpack to update the Equip button’s state in real-time.
  3. 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.