No worries. I have actually posted screenshots in a recent thread over past couple of months - don't remember the thread name off the top of my head, sorry I reply to too many threads - of the system I use. * edit: found it:
here you go.
Problem for me with command + item is that while it lets you set a custom cursor, there's still no action part if query available to check if x command + item is held - there's also no guarantee the item will be removed from hand on successful execution.
As for your other idea. Sure, you could create an actual dragged item system. It's not too complicated. Basically you need to create an interaction command action for each & every one of your inventory items in the inventory list to set that item with dragged ticked.
The next step would be to create some actions inside of the mouse properties tab under game settings (cog icon) to clear the currently held item, which should be added to the mouse hold (released) actions. Set Item [empty] > Set Command "standard command" - or whichever you prefer.
P.S: you could optionally if you prefer use Lua script with a mouseEvent handler to globalize the whole process so you don't have to create actions for each item.
function mouseEvt(typ, pos)
if typ == eEvtMouseLeftButtonDown and game.CurrentObject.isItem and game.UsedItem:isEmpty() then
game.UsedItem = game.CurrentObject; game.DestinationItem Picked = true
elseif typ == eEvtMouseLeftButtonUp or typ == eEvtMouseRightButtonDown then
if not game.UsedItem:isEmpty() then clearLink(VGameUsedItem); game.ActiveCommand = Interfaces["example"].InterfaceStandardCommand end
end
end
registerEventHandler("mouseEvent", "mouseEvt") -- start the mouse event handler on game launch
Quick note: have no idea if this script will work as intended. Untested & written from the old noggin, with a bit of reference from the data structure page in the wiki. By the way, "example" in the script needs to be replaced with the name of the interface where the standard command for your game is stored.