I posted before on the ORK Discord and was sent here. So here is the original post:

I am trying to setup consumables(potions, grenades, etc) for our game. It works a bit different then normal. Players can choose two consumables and equip them in their two consumable slots, just like armor, which gives them the ability. But now I want the equipped consumable to be consumed when they use that ability. It seems like the settings for a consumable item are only working if you want to consume something from your inventory, not when its equipped in a slot. Or am I missing something?

I'll try to implement the work around mentioned in the Discord. Also not sure if I should post this in the feature request thread.
  • Well, items can't be equipped and equipment can't be consumed.
    You can use shortcut slots for such a system - I assume that's what you already do?

    Shortcut slots will consume items if they're consumables, but depending on your shortcut settings they might automatically be replaced by the next item from the inventory if one stack was completely used. You can find settings for this in UI > Shortcut Settings, e.g. enable the Only Same Item Instance setting to not replace them with a new stack.
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  • Interesting. I had not considered that approach. I'll look into it. I now sort of got it to work with equipment durability. I just lower the durability when the associated ability is used and then destroy the equipment when it has 0 durability.

    But the problem I ran into is that I don't know how to get a reference to the equipment from the schematic that lowers the durability in a scalable way. Now I have a schematic for each consumable. Which would quickly get out of hand if we would implement more.
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