Xtremely nice! The drop item feature seems super useful ( I always just delete my items). I got no christmas presents this year but this will make up for it! And happy new year!
Is there a way to make inventory work on all maps? For example, when I change scenes from the main map to other minimaps to get items and back to the main map with the obtained items on the player's Inventory
The way I deal with that is, I don't change the whole scene, I only change the scene in the "game" node. But I think you could save the "inventory_manager.tscn" and put that in the auto-load so the inventory manager scene would always be loaded.
I'm planning to do the usable items in the next part. I like the other ideas. I don't think they would be too hard to implement. I'll look into those. Thx :P
@@calame3218 I'm the one who's grateful if You'd consider this. It'll mean a lot for me in my project as well as many others. You see, many tutorials about inventory making but none of them teach about the item functionalities.
found a bug when I add item quantity that it did not set the value of remainder correctly. I added elif remainder >= 1: -> new_item.quantity = remainder in inventory_slot.gd at put_item function and it is working correctly now.
On enemy death I tried to instance the floor item but I can’t set the item_id so I had to make an entirely new scene for each different item drop. Is there a way to instance the floor item by loading it and name the item Id? I’m doing something wrong … :/
On your enemy, when they die, you can get an instance of the floor item, set the item_id or the item if you already generated it, then add it to the scene.
Xtremely nice! The drop item feature seems super useful ( I always just delete my items). I got no christmas presents this year but this will make up for it! And happy new year!
Haha ! Glad you liked it! Merry Christmas and happy new year!🎉
Is there a way to make inventory work on all maps? For example, when I change scenes from the main map to other minimaps to get items and back to the main map with the obtained items on the player's Inventory
The way I deal with that is, I don't change the whole scene, I only change the scene in the "game" node. But I think you could save the "inventory_manager.tscn" and put that in the auto-load so the inventory manager scene would always be loaded.
Thank you!
Please cover inventory functionality like, use items, delete, lock/unlock, also sorting items in inventory.
I'm planning to do the usable items in the next part. I like the other ideas. I don't think they would be too hard to implement. I'll look into those. Thx :P
@@calame3218 I'm the one who's grateful if You'd consider this. It'll mean a lot for me in my project as well as many others. You see, many tutorials about inventory making but none of them teach about the item functionalities.
found a bug when I add item quantity that it did not set the value of remainder correctly. I added
elif remainder >= 1:
-> new_item.quantity = remainder
in inventory_slot.gd at put_item function and it is working correctly now.
Haha! Good job! That's a good way to learn the code. I think I found out in the next part and I fix it.
On enemy death I tried to instance the floor item but I can’t set the item_id so I had to make an entirely new scene for each different item drop. Is there a way to instance the floor item by loading it and name the item Id? I’m doing something wrong … :/
On your enemy, when they die, you can get an instance of the floor item, set the item_id or the item if you already generated it, then add it to the scene.