Hi,
I'm working on an inventory with limited capacity, with ItemCollectionRestrictionObject and ItemTransactionCollection it works well except for these issues:
1: When an InventoryItemPickUp was triggered and the player's inventory is full, the pickup items were rejected, but the InventoryItemPickUp object is disappeared. What I want is, if the player's inventory is full, the player enters the trigger of the InventoryItemPickUp then shows a notification, and the pickup object should NOT disappear.
I can listen to the c_Inventory_OnRejected_ItemInfo event to show the notification, but how can I make the pickup object not disappear?
2: I want the player can unlock more inventory slots by purchasing bag extension, my plan is to rewrite the ItemCollectionStackAmountRestriction, and change the MaxStackAmount depending on how many bag extensions the player has purchased, is there any better solution?
3: I want the inventory grid to only show the unlocked slots, how can I do this?
Best Regards!
I'm working on an inventory with limited capacity, with ItemCollectionRestrictionObject and ItemTransactionCollection it works well except for these issues:
1: When an InventoryItemPickUp was triggered and the player's inventory is full, the pickup items were rejected, but the InventoryItemPickUp object is disappeared. What I want is, if the player's inventory is full, the player enters the trigger of the InventoryItemPickUp then shows a notification, and the pickup object should NOT disappear.
I can listen to the c_Inventory_OnRejected_ItemInfo event to show the notification, but how can I make the pickup object not disappear?
2: I want the player can unlock more inventory slots by purchasing bag extension, my plan is to rewrite the ItemCollectionStackAmountRestriction, and change the MaxStackAmount depending on how many bag extensions the player has purchased, is there any better solution?
3: I want the inventory grid to only show the unlocked slots, how can I do this?
Best Regards!