Creating an inventory system with clones and scrolling
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InventoryMaster_Dev
Posted on July 22, 2025 • Advanced
🎒 Need help with inventory system using clones
I’m working on an RPG and trying to create a flexible inventory system. I want to avoid creating tons of separate sprites for each item slot.
My goals:
- Use clones for inventory items (not separate sprites)
- Make it scrollable OR have pages
- Handle different item types dynamically
- Keep it organized and efficient
I’ve seen some basic inventory tutorials, but they all use individual sprites for each slot. That seems really inefficient for a large inventory system.
Has anyone built something like this before? Any tips on the best approach? 🤔
UIArchitect_Pro
Replied 3 hours later • ⭐ Best Answer
@InventoryMaster_Dev Great question! I’ve built several inventory systems like this. Here’s a complete solution using clones with scrolling pages:
🏗️ Inventory System Architecture
Here’s how the system works:
📋 Step 1: Data Structure Setup
First, create these lists to manage your inventory data:
inventory_items
- Item names/IDsinventory_quantities
- How many of each iteminventory_types
- Item categories (weapon, potion, etc.)
when flag clicked // Initialize inventory system set [current_page v] to [1] set [items_per_page v] to [12] // 3x4 grid set [total_pages v] to [1] // Clear existing inventory delete all of [inventory_items v] delete all of [inventory_quantities v] delete all of [inventory_types v] // Add some test items add [sword] to [inventory_items v] add [3] to [inventory_quantities v] add [weapon] to [inventory_types v] add [health_potion] to [inventory_items v] add [5] to [inventory_quantities v] add [consumable] to [inventory_types v]
🎨 Step 2: Item Sprite Setup
Create one “InventoryItem” sprite with costumes for all your items:
// In your InventoryItem sprite when flag clicked hide // Hide the original sprite // Custom block: Create inventory display define refresh inventory display // Delete all existing item clones broadcast [delete item clones v] wait [0.1] seconds // Calculate which items to show on current page set [start_index v] to (((current_page) - [1]) * (items_per_page)) set [end_index v] to ((start_index) + (items_per_page)) // Create clones for visible items set [clone_counter v] to [0] repeat (length of [inventory_items v]) change [clone_counter v] by [1] if <<(clone_counter) > (start_index)> and <(clone_counter) <= (end_index)>> then set [current_item_index v] to (clone_counter) create clone of [myself v] end end
📦 Step 3: Clone Behavior
Each clone represents one inventory slot:
when I start as a clone // Get item data for this clone set [my_item v] to (item (current_item_index) of [inventory_items v]) set [my_quantity v] to (item (current_item_index) of [inventory_quantities v]) set [my_type v] to (item (current_item_index) of [inventory_types v]) // Calculate grid position set [slot_in_page v] to ((current_item_index) - (start_index)) set [grid_x v] to (((slot_in_page) - [1]) mod [3]) // 3 columns set [grid_y v] to ([3] - (([slot_in_page] - [1]) / [3])) // 4 rows // Position the clone go to x: ([-120] + ((grid_x) * [80])) y: ([100] - ((grid_y) * [80])) // Set correct costume if <(my_item) = [sword]> then switch costume to [sword v] else if <(my_item) = [health_potion]> then switch costume to [health_potion v] else switch costume to [unknown_item v] end end show // Handle interactions forever if <touching [mouse-pointer v]?> then set [brightness v] effect to [20] if <mouse down?> then broadcast (join [use_item_] (current_item_index)) wait [0.2] seconds end else set [brightness v] effect to [0] end end
🔄 Step 4: Scrolling System
Add navigation controls:
// In your main game sprite or stage when [up arrow v] key pressed if <(current_page) > [1]> then change [current_page v] by [-1] refresh inventory display end when [down arrow v] key pressed set [max_pages v] to (([length of [inventory_items v]] / (items_per_page)) + [1]) if <(current_page) < (max_pages)> then change [current_page v] by [1] refresh inventory display end // Alternative: Mouse wheel scrolling when I receive [scroll up v] if <(current_page) > [1]> then change [current_page v] by [-1] refresh inventory display end when I receive [scroll down v] set [max_pages v] to (([length of [inventory_items v]] / (items_per_page)) + [1]) if <(current_page) < (max_pages)> then change [current_page v] by [1] refresh inventory display end
➕ Step 5: Adding/Removing Items
Dynamic inventory management:
// Custom block: Add item to inventory define add item (item_name) quantity (amount) set [found_item v] to [false] // Check if item already exists repeat (length of [inventory_items v]) if <(item (counter) of [inventory_items v]) = (item_name)> then set [found_item v] to [true] set [existing_quantity v] to (item (counter) of [inventory_quantities v]) replace item (counter) of [inventory_quantities v] with ((existing_quantity) + (amount)) stop [this script v] end end // If item doesn't exist, add new entry if <(found_item) = [false]> then add (item_name) to [inventory_items v] add (amount) to [inventory_quantities v] add [misc] to [inventory_types v] // Default type end refresh inventory display // Custom block: Remove item from inventory define remove item (item_name) quantity (amount) repeat (length of [inventory_items v]) if <(item (counter) of [inventory_items v]) = (item_name)> then set [current_quantity v] to (item (counter) of [inventory_quantities v]) if <(current_quantity) <= (amount)> then // Remove item completely delete (counter) of [inventory_items v] delete (counter) of [inventory_quantities v] delete (counter) of [inventory_types v] else // Reduce quantity replace item (counter) of [inventory_quantities v] with ((current_quantity) - (amount)) end refresh inventory display stop [this script v] end end
🎯 Step 6: Item Usage System
Handle item interactions:
// Handle item usage when I receive [use_item_1 v] set [selected_item v] to (item [1] of [inventory_items v]) set [selected_type v] to (item [1] of [inventory_types v]) if <(selected_type) = [consumable]> then // Use consumable item if <(selected_item) = [health_potion]> then change [player_health v] by [25] remove item (selected_item) quantity [1] end else if <(selected_type) = [weapon]> then // Equip weapon set [equipped_weapon v] to (selected_item) say (join [Equipped ] (selected_item)) for [2] seconds end end
This system gives you a completely flexible, clone-based inventory that can handle hundreds of items efficiently! The key is using lists to store data and clones just for display. 🎮
InventoryMaster_Dev
Replied 1 hour later
@UIArchitect_Pro This is EXACTLY what I was looking for! 🤩
The list-based approach is brilliant - I was overthinking it by trying to store everything in the clones themselves. Using lists for data and clones just for display makes so much more sense!
I’m implementing this right now. The scrolling system is perfect for my RPG. Thank you so much! 🙏
GameDesigner_Maya
Replied 2 hours later
Love this solution! 💪 One tip I’d add: consider using a “dirty flag” system to avoid refreshing the display unnecessarily.
Set a variable like inventory_changed
to true when items are added/removed, then only refresh the display when needed. This can really help with performance in larger inventories!
Also, you can add item tooltips by detecting when the mouse hovers over a clone for a certain time. Great for showing item descriptions! 📝
Vibelf_Community
Pinned Message • Moderator
🎒 Advanced Inventory Systems
Excellent discussion! For those building complex inventory systems, our tutors can help you implement:
- 🔄 Drag-and-drop functionality
- 📊 Item sorting and filtering
- 💾 Save/load inventory data
- 🎨 Custom UI animations
- ⚡ Performance optimization
📚 Related Topics
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