Recent content by Sangemdoko

  1. Sangemdoko

    [Bug] Issue with multiple Remove and Drop exceptions

    Thank you cheo, I really appriciate the detailed video. You are completely right, this is an oversight on my part, definetly a bug and not the expected behaviour. Here is the fix, let me know if it works for you: Inside the DynamicItemCategoryArray replace the function and add this new...
  2. Sangemdoko

    Hotbar operations

    You should add the "addedItemStack" directly, you don't need to search for the item. That's the item that was added. So something like this should work (Not tested so I could be wrong, let me know if that's the case): private void HandleOnAddItem(ItemInfo orignItemInfo, ItemStack...
  3. Sangemdoko

    flame thrower or other continuous stream weapons

    Hey! There are multiple ways you can tackle this. You can make it using a Magic Item similar to the ray from the demo scene. Or you can do it with a ShootableItem like you mentioned. With the Assault rifle we repeat the shooting with a certain delay. You could do the same but simply replace...
  4. Sangemdoko

    Hotbar operations

    No that's correct. You automatically add items to the hotbar by listening the Add item event. There is no way of doing this by default, you have to write a function that listens to the add event to add it to the hotbar. You may also be interested by the ItemTranstioncionCollection...
  5. Sangemdoko

    Hotbar operations

    Hi Your scripts looks good to me. You can try to automate this by listening to the c_Inventory_OnAdd_ItemInfo_ItemStack event. Check out the code on this page...
  6. Sangemdoko

    How to limit total stack amount ?

    This is done in the ItemRestrictionSetObject. In your screen shot I see you already have one called "PlayerItemRestrictionSet". https://opsive.com/support/documentation/ultimate-inventory-system/inventory/item-restrictions/ One of the restrictions allows you to specify how many stacks you are...
  7. Sangemdoko

    Inventory shop with multiple currencies

    Interesting. So you want to preview the Equipment visually on the character before buying the item. I would highly recommend you write the code for a custom shop menu in that case. It will give you a lot more feedom. The way I see it, yoou have two options 1) Have a copy of the character in...
  8. Sangemdoko

    Mini version of the main inventory with the desired category.

    How about just using an Inventory Grid? That's how I would do it. In essence the InventoryGrid is just a UI Grid that displays some items that exist in an Inventory. You can have as many of them as you want. If you know that you will have a limited amount of records then just make a...
  9. Sangemdoko

    Moving shape items between the equipment slot and the inventory.

    Thank you for reporting this bug. I was able to find the root of the issue Note that this fix will come in the next update. But if you want to fix it yourself here are the scripts I changed: 1) ItemShapeGridUtility.cs script completely rewritten, script attached. 2) ItemViewShapeDropAction.cs...
  10. Sangemdoko

    Moving shape items between the equipment slot and the inventory.

    Yeah you are right that looks like a bug. I will try to replicate this shape and see if I can get the same issue on my machine
  11. Sangemdoko

    Moving shape items between the equipment slot and the inventory.

    Rather than the shape not being recognized properly, I think there is something preventing you from moving the item from the equipment to the Inventory Grid. This is handled by the drag and drop conditions and actions. Learn more here...
  12. Sangemdoko

    Durability

    So first miscomception. "Modify" is not particularly what you are looking for. You can set the attribute to whatever you like ("Inherit", "Override", "Modify"). Because the way it works is that you will set it as "Override" at runtime and set your own value. Second potential issue. Setting as...
  13. Sangemdoko

    Inventory shop with multiple currencies

    1. When you make your currencies you can choose to link them or not. For example you can define 1 gold = 100 silver. This way if something costs 254 silver you can buy with 2 gold and 54 silvers, 1 gold 154 or 254 silver. the conversion is done automatically by our CurrencyCollection class. If...
  14. Sangemdoko

    Unable to read stock quantity

    You are right the IInventory interface was missing the HasItem functions. I'll add them in the next update. You could case the inventory to the Inventory type if you want as a workaround for now var myInventory = (Inventory)inventory; //now you can call HasItem myInventory.HasItem(......) As...
  15. Sangemdoko

    Item slot == null?

    GetItemInfoAtSlot retuns an ItemInfo. An ItemInfo is a struct not a class. that means it cannot be null. In your case EquippedHelm is an ItemInfo. If you want to check that there is no item there you have two choices. if(EquippedHelm == ItemInfo.None){ //Empty } //OR...
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