feat: Wizard - set up combine when selected for inventory items
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@@ -1254,7 +1254,6 @@ func export_player(scene_name) -> void:
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# you interact with them
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if get_node(CHAR_TYPE_NODE).get_node("npc").pressed:
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new_character = ESCItem.new()
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print("ITEM")
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else:
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new_character = ESCPlayer.new()
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new_character.selectable = true
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@@ -1478,7 +1477,6 @@ func export_generate_animations(character_node, num_directions) -> void:
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# Generate default animation. This is used by the object manager to set the
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# state when the object is registered. If there's no current state, the
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# default animation will be used.
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print("Process "+str(default_anim_length)+" frames - default")
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for loop in range(default_anim_length):
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texture = ImageTexture.new()
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texture = sprite_frames.get_frame("idle_down", loop)
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@@ -158,10 +158,16 @@ func _on_CreateButton_pressed() -> void:
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item.global_id = get_node(GLOBAL_ID_NODE).text
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item.is_interactive = get_node(INTERACTIVE_NODE).pressed
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item.tooltip_name = get_node(ITEM_NAME_NODE).text
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var selected_index = get_node(ACTION_NODE).selected
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item.default_action = get_node(ACTION_NODE).get_item_text(selected_index)
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# Make the item by default it's usable straight out of the inventory
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if inventory_mode == true:
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var new_pool_array: PoolStringArray = item.combine_when_selected_action_is_in
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new_pool_array.append("use")
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item.combine_when_selected_action_is_in = new_pool_array
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# Add Dialog Position to the background item
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var interact_position = ESCLocation.new()
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interact_position.name = "interact_position"
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