Thanks for playing with the example file— , I just had a look.
First of all maybe you didn't read the all post where I put the example file because I did mention to ignore my Array stuff, I have no actual idea what I did there I just tried to place them as a start after reading the documents and got even more confused... so it's not the reason I'm confused, the reason I'm confused about Arrays is how I "work" with them on the event sheets, I don't understand it.
Again, I do understand the principle of 2D array that are Height and Width so I can visual something like shelves with items (X, Y). but that's not the issue as I mentioned above.
BTW - I DO SEE how powerful ARRAYS now, especially as they deleted on the Debug mode (not that I need this feature but yeah it's wonderful). :)
I don't understand why you made the player always get stuck with one item only once you pick up the other items, Yes I read what you said which is exactly that but maybe I didn't explain well what I'm trying to do:
1 - All Items that are "marked" with "Item_Found" = Truth (Boolean I put on my example file SHOULD be able to pickup at any time.
2 - Once you Trigger (kill a boss, or any other trigger on the game) it will add NEW unlocked items to the RANDOM RANGE (List of all items) by simply CHANGE Items from "Item_Found" = False to Truth.
So the Items are already exist in the code but cannot be found until they found.
I'm still not sure if I can explain it better but I tried, this is why my original example is very much close to what I'm looking for, but the UNLOCK part is what I'm trying to add (without Arrays, which are a total unorganized mess in the code for me in person).
After looking at your version:
To be honest, I don't understand anything from the re-code it looks like gibberish to me, that is why I suppose I shouldn't use Arrays, I'm scratching my head now trying to understand what's goin on and it looks so messy to me compare to how I did it before (ignoring the Arrays I put there for fun of course hehe).
Sorry if it sounds like I'm complaining, Actually it's the opposite I'm very thankful that you took the time to re-do this on a file I made from scratch so basically it should be easier for me to understand but unfortunately, my brain cannot understand Arrays no matter what I do I'm blocked (or should I say just stupid) when it comes to such complicated mess of a code (I'm talking about the way Arrays design in Construct is hard for me to follow, edit, tweak, and most of all.. understand and create my own Arrays) so I should probably just give up on the all unlock idea and make my game much more simple... just random items.
The truth is that I did HOPE that someone will find a way based on my "None-Array" code to solve my issue since Construct can do the same thing in so many ways but I understand that I'm the problem, since Arrays are the only answer and it's unfortunate for me.
So I'll ask again because I'm really about to give up this wonderful feature I really wanted in my game:
After anyone can have a look on my EXAMPLE FILE (please ignore any ARRAYS I put there, can delete it. it does nothing)
My Question is:
Can you SOLVE the issue I described here and originally on the first post WITHOUT using ARRAYS?
Is there a super magical secret way to do it?
If so PLEASE download the example file and show me, I'm extremely curious about it!
Since I didn't gave up on Arrays yet since I'm a very curious person, I will try to make a more simple visual example file, upload to share here and SOLVE the issue thanks to the community help. :)