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Please make sure you talk to the community before creating an issue.
Is your feature request related to a problem? Please describe.
It is not related to a problem.
Describe the solution you'd like
I would like to suggest that you can also choose animated sprites for inventory items. This way it would be easy to change their texture as you can do it already with different textures for normal ESCItems.
Describe alternatives you've considered
I programmed with your help a new command that changes the inventory texture, but it only works if you remove the item before calling the command and adding it again to the inventory afterwards.
Additional context
I'll provide my code:
to call the command: set_item_inventory_texture smartphone "res://items/smartphone/score_textures/score_2.png" inventory_add smartphone say mannequin "Oh wir können jetzt unseren Score sehen"
the script:
`extends ESCBaseCommand
class_name SetItemInventoryTextureCommand
Please make sure you talk to the community before creating an issue.
Is your feature request related to a problem? Please describe.
It is not related to a problem.
Describe the solution you'd like
I would like to suggest that you can also choose animated sprites for inventory items. This way it would be easy to change their texture as you can do it already with different textures for normal ESCItems.
Describe alternatives you've considered
I programmed with your help a new command that changes the inventory texture, but it only works if you remove the item before calling the command and adding it again to the inventory afterwards.
Additional context
I'll provide my code:
to call the command:
set_item_inventory_texture smartphone "res://items/smartphone/score_textures/score_2.png" inventory_add smartphone say mannequin "Oh wir können jetzt unseren Score sehen"
the script:
`extends ESCBaseCommand
class_name SetItemInventoryTextureCommand
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING],
[null, null]
)
func validate(arguments: Array) -> bool:
if not escoria.object_manager.has(arguments[0]):
escoria.logger.report_errors(
"change_texture: invalid item",
["Item %s not registered" % arguments[0]]
)
return false
func run(command_params: Array) -> int:
var item_id = command_params[0]
var texture_path = command_params[1]
`
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