feat: Wizard - set up combine when selected for inventory items
This commit is contained in:
@@ -1254,7 +1254,6 @@ func export_player(scene_name) -> void:
|
|||||||
# you interact with them
|
# you interact with them
|
||||||
if get_node(CHAR_TYPE_NODE).get_node("npc").pressed:
|
if get_node(CHAR_TYPE_NODE).get_node("npc").pressed:
|
||||||
new_character = ESCItem.new()
|
new_character = ESCItem.new()
|
||||||
print("ITEM")
|
|
||||||
else:
|
else:
|
||||||
new_character = ESCPlayer.new()
|
new_character = ESCPlayer.new()
|
||||||
new_character.selectable = true
|
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
|
# 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
|
# state when the object is registered. If there's no current state, the
|
||||||
# default animation will be used.
|
# default animation will be used.
|
||||||
print("Process "+str(default_anim_length)+" frames - default")
|
|
||||||
for loop in range(default_anim_length):
|
for loop in range(default_anim_length):
|
||||||
texture = ImageTexture.new()
|
texture = ImageTexture.new()
|
||||||
texture = sprite_frames.get_frame("idle_down", loop)
|
texture = sprite_frames.get_frame("idle_down", loop)
|
||||||
|
|||||||
@@ -162,6 +162,12 @@ func _on_CreateButton_pressed() -> void:
|
|||||||
var selected_index = get_node(ACTION_NODE).selected
|
var selected_index = get_node(ACTION_NODE).selected
|
||||||
item.default_action = get_node(ACTION_NODE).get_item_text(selected_index)
|
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
|
# Add Dialog Position to the background item
|
||||||
var interact_position = ESCLocation.new()
|
var interact_position = ESCLocation.new()
|
||||||
interact_position.name = "interact_position"
|
interact_position.name = "interact_position"
|
||||||
|
|||||||
Reference in New Issue
Block a user