just use giveKeyChainMessage with the correct keychain info.
use the game supplied values for creating inventory items.
this should not be here, the game handles trigger items itself.
i would like not to use as object[] defeats the purpose of type checking
Actually, I'm not sure they use the wishlist like you describe at all.
it was just my guess for what the wishlist's function is. But for some items they report a WishlistChange. And since…
They don't seem to use any different system for this. This is just a courtesy to ensure that SNS inventories stay in an expected state.
Right, sure, but we could just maintain a list on the…
I just forgot to edit the name when i copyt the file.
I was thinking that too but i havet found anything eles to trigger that endpoint
Okey, right. You could just use Object.Assign…
there are many unique items which should be owned only once. we shouldnt have a check for every of those
should probably use the wishlist thingie and add all unique items in that list, not add items if they are in there.
Also I was wondering if you know whether these settings are meant to be overwritten in full or whether this situation can exist: inventory.Settings: { setting1: "something"} server sends:…
yea that all makes sense, I was just wondering why its called training results :D