> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/malbers-inventory-add-on/overview.md).

# Overview

## Overview

Inventory V3 is a complete inventory for Malbers Animal Controller characters. It gives your character a bag, equipment, a hotbar, chests, shops, loot, currencies, crafting stations, item upgrades, status effects, notifications and saves that carry across scenes, all behind a themed interface that works with mouse and keyboard or a gamepad.

It is a fresh start, not an update to Inventory V2, and it does not need V2 in the project. Coming from V2? See Upgrading from Inventory V2.

***

#### What It Does

**Inventory & Items**\
Items are ScriptableObject definitions with stable IDs. The player has one bag; category tabs (General, Weapons, Armour, Resources, Key Items) are filtered views of it, each with its own limit. Every change to the bag either fully succeeds or changes nothing, so items are never lost or duplicated. Non-stackable items keep their own identity, durability and upgrades through chests, drops, sales and saves. Carry weight can slow the character down or block a pickup. See Core Concepts.

**Item Actions**\
Make items do things without writing code: heal, buff, cure, learn a recipe, give items or currency, roll a loot table, turn into another item, upgrade another item, enlarge the bag, teleport, spawn a prefab, raise a Malbers event or start a QuestForge quest. Actions check first and only then run, so a failed use changes nothing. See Item Actions.

**Equipment & Hotbar**\
A data-driven loadout with main hand, off hand, armour and your own custom slots. Weapons equip and fight through Malbers **Super Item**: swords, shields, two-handers, dual wielding, bows, crossbows and guns. Paired armour covers both feet or both hands with one item. The hotbar is usable from gameplay, and **Swap Hands** works without opening the bag. See Equipment & Hotbar.

**World & Loot**\
World pickups with prompts over the nearest item, chests with their own saved contents, world drops, spawners and teleport points. Add a **Loot Drop** to an enemy and it drops loot when it dies, as a lootable body or a burst onto the ground, with rarity beacons and hold-to-take-all. See `World` and `Loot`.

**Currencies & Shops**\
Any number of currencies with caps and exchange. Vendors keep their own stock between visits, restock, offer buyback, apply price rules and always explain why something can't be bought or sold. See Currencies & Shops.

**Crafting & Upgrades**\
Crafting stations with Instant, Hold or Timed crafting, timed queues that keep running while you're away, a cooking minigame and a pinnable recipe tracker. Items can be enhanced (+1, +2…), socketed with gems and runes, enchanted, salvaged and repaired, and a popup shows exactly what changed. See `Crafting` and Item Upgrades.

**Status Effects & Spells**\
57 status effects (Burning, Poisoned, Stunned, Barrier, Vampirism, Last Stand…), 15 reactions between them (Soaked + Shocked = Electrocuted) and 20 spell enchantments that cast at moments in combat. Effects can trigger on hit, on kill or at low health, and the **Effects Codex** explains every one to the player. See Status Effects.

***

#### Interface & Controls

* One **production UI** prefab holds every screen: inventory, loadout, chests, vendor dialogue, shop, sell, buyback, loot, wallet, crafting, controls and notifications, plus the HUD. See User Interface.
* **Themes** recolour the whole UI from one asset, even while the game runs. See `Themes`.
* **Tooltips**, **notifications** by category, reduced motion, contrast-checked colours and a string table export for translation.
* **Full gamepad support.** Every screen can be driven with a controller, button prompts follow the device you last used, and players can rebind every command on the shared Malbers **Controls** screen. See Controller Support.

***

#### Saves & Scenes

One save per slot holds the player and every scene they have visited: the bag, loadout, wallet, chests, shops, loot, pickups, crafting queues and status effects. Scene doors save before loading the next scene, files are written safely with automatic backups and validation, and encryption is optional. See Saves & Scenes.

***

#### Helper Window

The **Helper** (**Tools → Malbers Animations → Inventory V3 → Helper**, or **Ctrl + Shift + I**) is the starting point:

* **Set up a test scene with Steve** or **Add Inventory V3** to your own character in one click.
* **Create** and **Library** make and manage items, recipes, shops, loot tables, effects and more.
* **Scene** adds chests, shops, stations, pickups and loot drops.
* **Health** finds problems and fixes them, and **Play Test** lets you give yourself items and open any screen in Play Mode.

See Helper Window.

***

#### Architecture

Inventory V3 follows the Malbers convention of ScriptableObject data. Items, recipes, equipment slots, currencies, vendors, loot tables and status effects are project assets with stable IDs; those IDs are what saves and integrations use, so never derive them from display names or reuse them (see Stable IDs).

The runtime, editor and Malbers integration live in separate assemblies. The core assembly depends only on Unity packages and the shared Malbers control-prompt module; everything that touches Animal Controller or Super Item is in its own integration assembly. See Scripting API.

***

#### Optional Integrations

* **Animal Controller** (required) — stats, interaction, pickups, encumbrance and the player bridge. See Animal Controller.
* **QuestForge** (optional) — quest rewards, item turn-ins, inventory objectives and vendor conversations. Switches itself on when QuestForge is in the project and off when it isn't. See `QuestForge`.

***

#### Requirements

* Unity 6 or newer
* Malbers Animal Controller (Horse AnimSet Pro works too, but isn't required)
* URP or HDRP (the Built-in pipeline isn't supported)
* Unity packages: **Input System**, **uGUI** (with TextMesh Pro) and **Cinemachine**

See Requirements & Installation for the full list, then Setup Instructions.

{% hint style="danger" %}
**Note:** Malbers Animal Controller must be purchased to use this system. Inventory V3 is an extension of it and does not work as a standalone package.
{% endhint %}

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