In my game, the player can collect items, which puts it in his inventory and also immediately equips it.
These items provide stat boosts, and they’re only given to the player when they are equipped.
For example: One item in my game increases the player’s max health by 5. It only gives that stat boost while it is equipped. When it’s NOT equipped, no stat boost will be given.
Condition: “Item Name” exists in inventory AND is equipped + Trigger Once
Action: Do + 5 to “GlobalVariable: MaxHP”
However, in this game, the player will also be able to drop these items to remove their boosts, which is why I made it so that they only provide their boosts when equipped. When they’re dropped, they are removed from the inventory, and unequipped, thus losing the stats. For this example, the player loses the +5 health boost if the item is dropped.
For some reason, this isn’t working for me. When the player removes the item from his inventory, the stat boosts persist, even though the item is supposedly gone and not equipped.
So in short, what I need right now is a way to classify items as “unequipped” and remove the stat boosts that they provide.
If it helps, the HP stat, and all of the character’s other stats are global variables, so that any boosts can be carried over to other scenes.
So, can I please have some help with this? The answer seems simple, but is there something I’m missing, or am I just dumb? I’d greatly appreciate any help I can get! Thanks in advance.