@killerwolf Ah, I understand your question now.
You are correct, this inventory tutorial is not designed for that type of item system. You will need to make some major modifications yourself to do that. Here are a few ideas, though I cannot give you a full explanation:
- Each item can be it's own data structure instead. This would be a grid or a list, and each position would correspond to a different piece of the item data.
- OR you could use the same system, and to save memory have a small data structure which includes the item ID referencing the item index, and a list of item data modifications that apply to a specific item. (This is how Minecraft works, using NBT data).
- You will need to update the item moving code to check for items that both have matching IDs and matching modification data.
- This will be much easier to do in GML 2.3, as you can use structs to store modification data. (This solution is what I will be doing in my current project).