Ah, now I understand what you’re aiming for it sounds like a great idea. Typical dating sims staff in inventory systems, but popping up the inventory based on the character is actually super easy. You can call the current inventory if you want, though we don’t yet have a proper selection system. That’s exactly what you need.
The new inventory, however, has tons of options: right-clicking on an item and hover tooltip info popup menu brings up information and also a selection menu where players can use item, eat, drop, or perform whatever action they want. I’m trying to create a sweet spot that fulfills the majority of gameplay needs while keeping things flexible.
The question remains: are you using the typical “Irene-style” variable-based character system, or a custom character class that’s more robust? If not, I highly recommend going with a custom class.
With a custom class, you don’t have to juggle thousands of separate variables, which quickly becomes messy and hard to manage. Instead, everything stays organized in one place, making your code easier to read, maintain, and expand as your project grows.
Just speaking from experience, trust me, you’ll thank me later. Good luck with your project! I’m wishing you the very best. Do whatever feels most comfortable for you.