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Add the ability to silently use items #122

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NyakoFox
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Currently, UseItem writes out text, no matter what. This is undesirable if you want it to happen silently, for example if you're making an Overworld engine and need to equip items while loading a save point, or if you have a cutscene where you equip something.

Initially I was thinking of adding an Inventory.EquipItem function, but UseItem handles some equip code for some reason.

Additionally, I've updated the Encounter Skeleton to reflect the new silent mode, hopefully nudging battle creators to use it when necessary.

The documentation has been updated to reflect these changes.

Currently, UseItem writes out text, no matter what. This is undesirable
if you want it to happen silently, for example if you're making an
Overworld engine and need to equip items while loading a save point,
or if you have a cutscene where you equip something.

Initially I was thinking of adding an Inventory.EquipItem function,
but UseItem handles some equip code for some reason.

Additionally, I've updated the Encounter Skeleton to reflect the new
silent mode, hopefully nudging battle creators to use it when
necessary.
@Eir-nya
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Eir-nya commented Sep 20, 2024

Seconding this. It should be possible to change the player's equipment without automatically triggering dialog. Anyone who wants to do that has to use a workaround for awkward engine design that doesn't serve any purpose. Accessibility is extremely important for mod makers and having a forced (!) battle dialog call is needless complication.

@RhenaudTheLukark
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Fair enough, I don't see anything out of place with this change!
The usual CYF build procedure doesn't work due to some Unity stuff not being done on your end, but it should be fine for me.

@RhenaudTheLukark RhenaudTheLukark merged commit 5bbb500 into RhenaudTheLukark:feature Sep 26, 2024
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@NyakoFox NyakoFox deleted the use-items-silently branch September 26, 2024 16:48
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3 participants