From dc4b6c24fec49190bda594d8dfca83007d1fcb41 Mon Sep 17 00:00:00 2001 From: Balloonpopper Date: Mon, 2 Jan 2023 17:18:04 +1100 Subject: [PATCH] feat: Wizard - set up combine when selected for inventory items --- addons/escoria-wizard/CharacterCreator.gd | 2 -- addons/escoria-wizard/item_creator.gd | 8 +++++++- 2 files changed, 7 insertions(+), 3 deletions(-) diff --git a/addons/escoria-wizard/CharacterCreator.gd b/addons/escoria-wizard/CharacterCreator.gd index e4eac72d..0e144c71 100644 --- a/addons/escoria-wizard/CharacterCreator.gd +++ b/addons/escoria-wizard/CharacterCreator.gd @@ -1254,7 +1254,6 @@ func export_player(scene_name) -> void: # you interact with them if get_node(CHAR_TYPE_NODE).get_node("npc").pressed: new_character = ESCItem.new() - print("ITEM") else: new_character = ESCPlayer.new() new_character.selectable = true @@ -1478,7 +1477,6 @@ func export_generate_animations(character_node, num_directions) -> void: # Generate default animation. This is used by the object manager to set the # state when the object is registered. If there's no current state, the # default animation will be used. - print("Process "+str(default_anim_length)+" frames - default") for loop in range(default_anim_length): texture = ImageTexture.new() texture = sprite_frames.get_frame("idle_down", loop) diff --git a/addons/escoria-wizard/item_creator.gd b/addons/escoria-wizard/item_creator.gd index 53d81c1d..14439d32 100644 --- a/addons/escoria-wizard/item_creator.gd +++ b/addons/escoria-wizard/item_creator.gd @@ -158,10 +158,16 @@ func _on_CreateButton_pressed() -> void: item.global_id = get_node(GLOBAL_ID_NODE).text item.is_interactive = get_node(INTERACTIVE_NODE).pressed item.tooltip_name = get_node(ITEM_NAME_NODE).text - + var selected_index = get_node(ACTION_NODE).selected item.default_action = get_node(ACTION_NODE).get_item_text(selected_index) + # Make the item by default it's usable straight out of the inventory + if inventory_mode == true: + var new_pool_array: PoolStringArray = item.combine_when_selected_action_is_in + new_pool_array.append("use") + item.combine_when_selected_action_is_in = new_pool_array + # Add Dialog Position to the background item var interact_position = ESCLocation.new() interact_position.name = "interact_position"