Set up how the inventory will be handled, default inventory notifications and more.
Inventory settings are found in Inventory > Inventory Settings.
Base Settings #
The base settings define how the inventory system will work.
Inventory Type #
ORK’s inventory can be used in two modes:
- Group
The inventory shared by a combatant group (e.g. the player group).
Each combatant has access to the same inventory. - Individual
Each combatant has their own inventory.
Item Stacking #
You can define how items or equipment that’s added to an inventory will be stacked:
- Add
Just adds the items/equipment as they are as new items to the inventory (using the same quantity). - Auto Stack
Automatically stacks items/equipment, i.e. items that are equal will be grouped together. - Auto Split
Automatically splits items/equipment, i.e. adding multiple items will split them into single items in the inventory.
Individual items and equipment can override this.
Inventory Space #
Items can occupy space in an inventory. Each item/equipment can optionally override the default space.
The space an item/equipment takes can either be per item or per stack – e.g. a stack of 99 potions with a space of 1 per potion would have a total space requirement of 99, but with 1 per stack it’ll only occupy 1 inventory space.
Quantity Limit #
You can limit the quantity an item/equipment can have in an inventory. E.g. you can limit to only have 10 Potions in the inventory.
Each item/equipment can optionally override the default quantity limit.
Stack Limit #
Similar to overall quantity limits, you can limit the number of items that can be in an item stack. E.g. with a stack limit of 99, the 100’s potion would start a new stack.
Each item/equipment can optionally override the defaulst stack limit.
Space Limit #
The inventory itself can optionally have a space limit, exceeding the limit can either block adding new items or add status effects to the owners of the inventory.
E.g. add a status effect that reduces movement speed when the inventory is filled above 50%.
Add another status effect blocking all actions (attack, abilities, using items, etc.) when filled above 90%.
Default Item Prefab #
Define the default prefab that will be used by items, equipment, currencies, crafting recipes and AI rulesets. Each of them can also define their own prefab.
The item prefab is used by Item Collector components to spawn an item in a scene, or when dropping an item into the game world (e.g. from an inventory menu screen).
Mark New Content #
These settings handle if and how new content will be marked and unmarked. E.g. getting a new item can optionally mark it as new in menus.
Mark New Data #
New data can be marked in different ways:
- None
Doesn’t mark new data. - First Add
Only the first time adding the data.
E.g. the first time a potion is added to the inventory or an ability is learned. - Each Add
Each time when adding the data. - Each Change
Each time the data is changed.
Beside enabling marking new content, your menu screens also have to set up displaying them with separate content layouts (i.e. defining a different content for the buttons displaying your items).
Unmark New Data #
Marked new data can be unmarked in different ways:
- None
Doesn’t unmark new data. - View
When viewing the data (e.g. in a menu screens). - Selection
When selecting the data (e.g. selecting/highlighting the button in a menu screen). - Deselection
When deselecting the data (i.e. changing selection to a different button in a menu screen).
Content #
Marking new content isn’t limited to inventory content. The following things can be marked as new:
- abilities
- classes
- AI behaviours
- bestiary entries
- crafting recipes
- equipment
- items
- logs
- quests
- research trees
- shop content
Drop Item Settings #
Define how items dropped into the game world (e.g. by killed enemies or when dropping things from an inventory menu screen) will be handled.
Item Collector Settings #
Items dropped into the game world uses item collectors (same as you’d set up items to collect in your scenes.
These settings define how item collectors of dropped items will work. The setup is the same as you’d set up Item Collector components in your scenes.
Despawn Settings #
Dropped items can optionally despawn after a defind amount of time.
Inventory and battle drops have their separate settings.
Notification Settings #
Inventory changes can optionally display nofications. You can also set up these and all other notifications in UI > Notifications.
A notification shows a UI box with a message (using text codes to include the content the notification is about, e.g. <name> to add the item’s name) and automatically closes it after a defined time.
Inventory Notifications #
Optionally show notifications when the inventory is full and for adding/removing content.
Items, equipment, currencies and AI rulesets each have their own notification setup. Each content can optionally override these notifications with a custom setup.
Crafting recipes have their own notification setup in their general settings.
Equipment Notifications #
Optionally show notifications for equipment changes (not adding/removing in the inventory).
Notifications for equipping, unequipping and increasing or decreasing an equipment’s durability are available. An equipment being outworn (i.e. durability reaching 0) can also show a notification.
Inventory Schematic Settings #
You can optionally use schematics when inventory-related things happen, e.g. adding items to the inventory or removing them.
The schematics have access to the inventory’s owner (a combatant) and the item/equipment/etc. that was added or removed.
Additionally, you can define default schematics for items and equipment for initializing an instance of them, or equipping/unequipping and leveling up an equipment.
Example!
Make your player clumsy via a schematic that’s used when adding items to the inventory.
E.g. the schematic performs a chance check (low chance) and drops the item back into the world.

