What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdcomponent.jsoninspect_gdscript.pyrun_tests.gdslot_inventory.gdtest_package.pytests/test_slot_inventory.gdverification/native.json
How it works
- Class
- BaltorSlotInventory, extends RefCounted
- Methods
- get_slot_count() -> int; resize(new_count: int) -> bool; max_stack_of(item_id: StringName) -> int; weight_of(item_id: StringName) -> float; total_weight() -> float; get_slot(index: int) -> Dictionary; is_slot_empty(index: int) -> bool; first_empty_slot() -> int; and 10 more
- Signals
- slot_changed, item_added, item_removed
- Placement
- res://baltor/godot_components/slot_inventory/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
godot_parse_check_onlygodot_gdscript_testsgodot_tests_reject_gutted_componentgodot_editor_importgodot_contract_reflectiongodot_readme_usage_compiles
Limits to consider
Item definitions are plain dictionaries keyed by id, with a stack limit and unit weight only; no item instances with unique data (durability, enchantments). Slots are a flat list without shapes (see a grid inventory for that). Weight comparisons use a 1e-6 tolerance. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.