We need items that are unlocked and if unlocked then the player can buy them.
What we are trying to do is to treat as unlocked item the ones that you have on your inventory, and use UsesLeft to add/remove when the player buys/consume.
The problem is that the item disappears if the UsesLeft reaches 0 (making it locked again).
What would be the alternative to achieve the expected behavior ? and why it's not possible to have consumables with 0 UsesLeft ?
Cheers.