Well I noticed that grids can be used to support inventory functions, but I honestly have now idea how to use them.
Is there some sort of reference on how to use them or could somebody give me a quick run through? I tried using the skin guide but it just left me more confused.
ID:271650
![]() Aug 24 2007, 5:58 am
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![]() Aug 24 2007, 6:10 am
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yea i need lots of help with taht too
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I've seen GhostAnime posting this around, he created it.
You'd have to ask him for more info about it; Inventory 4.0 |
Grids is actually pretty simple, once you get the hang of it. It does not have to be just for inventory, it can be used for scoreboards, skill listing, etc.
First of all, you have to know about Grid's parameters... to find out what they are (so you can customize it later on), in the DM, go to Help > Skin Reference. Now, for Grids, the two most important parameters are "current-cell" and "cells". "cells" , assuming is-list is 0, determines how many columns/rows the grid will have, which is useful to cut out any unwanted rows/columns. The value of how cells is defined within winset() is "[columns]x[rows]". So if I want to set the grid to have 4 rows and 7 columns, I would do: winset(mob/client, "Grid Control ID", "cells=7x4"). "current-cell", as the name states, is the current cell. The reason why this is important is because whenever you output() something to a grid, the output()ed value is listed within the current cell. The value for current-cell is defined as "[column],[row]"... note that for current-cells, the values of column and row is seperated with a "," while in cells it is seperated with a "x"... this is one reason why you should refer to the skin reference if you are unsure how to set the value of something. winset(client,"Grid ID","cells=2x1") // Sets the whole grid to have 2 columns and one row. If the Grid previously had more rows than this, it would cut out the extra rows. |