Hi, I'm looking for the script that allows memorizing multiple inventories.
In my story you start off by playing 1 hero but you are given the option to visit 3 different story lines, from these 3 they need to each have their own independent inventories that can all be merged together later, I know this script used to exist however I cannot find it any more.
any help would be amazing thanks in advance.
I believe this script was moved here from rpgmaker.net????
I can't find the MULTIPLE party / Memorize Multiple inventories script
● ARCHIVED · READ-ONLY
-
-
I think you meant Fomar's? It's over here
Oh snap it's VX, sorry about that @_@;
Use $game_party.current_inventory = 5 in a script event command to change the current inventory to 6 (0 is the first).SpoilerCode:#=============================================================================== # RMVX # Multiple Simultaneous Inventories by IMP1 | Version 1.0 | 6th November 2011 #------------------------------------------------------------------------------- # This script enables the party to have more than one inventory. #=============================================================================== $imported ||= {} $imported["IMP1"] ||= {} $imported["IMP1"]["Multiple Simultaneous Inventories"] = 1.0 #=============================================================================== # Instructions: #=============================================================================== =begin * Set the amount of inventory you want in game. * Use the following event commands: $game_party.current_inventory = 4 * This will set all party item dealings to deal with inventory 4. * Enjoy =end module IMP_MSI #=============================================================================== # Customisation Begin #=============================================================================== # The amount of inventories. Amount_of_Inventories = 8 #=============================================================================== # Customisation End #=============================================================================== end #=============================================================================== # Game_Party #------------------------------------------------------------------------------- # # Alised Methods: # * initialize # # Overwritten Methods: # * items # * setup_battle_test_members # * gain_item # * item_number # # New Methods: # * none. # #=============================================================================== class Game_Party attr_accessor :current_inventory alias non_mi_initialize initialize unless $@ def initialize non_mi_initialize @current_inventory = 0 @items = Array.new(IMP_MSI::Amount_of_Inventories) @weapons = Array.new(IMP_MSI::Amount_of_Inventories) @armors = Array.new(IMP_MSI::Amount_of_Inventories) for i in 0...IMP_MSI::Amount_of_Inventories do @items[i] = {} @weapons[i] = {} @armors[i] = {} end end def items result = [] for i in @items[@current_inventory].keys.sort result.push($data_items[i]) if @items[@current_inventory][i] > 0 end for i in @weapons[@current_inventory].keys.sort result.push($data_weapons[i]) if @weapons[@current_inventory][i] > 0 end for i in @armors[@current_inventory].keys.sort result.push($data_armors[i]) if @armors[@current_inventory][i] > 0 end return result end def setup_battle_test_members @actors = [] for battler in $data_system.test_battlers actor = $game_actors[battler.actor_id] actor.change_level(battler.level, false) actor.change_equip_by_id(0, battler.weapon_id, true) actor.change_equip_by_id(1, battler.armor1_id, true) actor.change_equip_by_id(2, battler.armor2_id, true) actor.change_equip_by_id(3, battler.armor3_id, true) actor.change_equip_by_id(4, battler.armor4_id, true) actor.recover_all @actors.push(actor.id) end @items = [{}] for i in 1...$data_items.size if $data_items[i].battle_ok? @items[0][i] = 99 unless $data_items[i].name.empty? end end end def gain_item(item, n, include_equip = false) number = item_number(item) case item when RPG::Item @items[@current_inventory][item.id] = [[number + n, 0].max, 99].min when RPG::Weapon @weapons[@current_inventory][item.id] = [[number + n, 0].max, 99].min when RPG::Armor @armors[@current_inventory][item.id] = [[number + n, 0].max, 99].min end n += number if include_equip and n < 0 for actor in members while n < 0 and actor.equips.include?(item) actor.discard_equip(item) n += 1 end end end end def item_number(item) case item when RPG::Item number = @items[@current_inventory][item.id] when RPG::Weapon number = @weapons[@current_inventory][item.id] when RPG::Armor number = @armors[@current_inventory][item.id] end return number == nil ? 0 : number end end # Game_Party
Or you can try RMRK.net -
haha, yup! but maybe you can help me seeing how your from around here, it was at this link...
http://www.rpgmakervx.net/index.php?showtopic=4481&st=0&p=48433entry48433
by Big ED 781 He had it listed it says its been moved over here T.T
I have found 1 script that does allow MEMORIZE but its only for 1 set it remembers allows you to clear then allows you to re-add, i need a script that will allow you to manage multiple and let them cumulatively add to each other.
I.E Party A: had 40 potions Party B: has 20 potions 2 Elixirs you could either combine them to party C: and have 60 potions, 2 elixirs or the script would allow Party A+B = A but has both -
No, I think the newest version on Fomar's site is for Ace. It shows up with the VX Ace tag and it doesn't say 'RMVX' like your version does.
-
Oh no I thought he posted in the ACE forums but it was apparently VX XD.No, I think the newest version on Fomar's site is for Ace. It shows up with the VX Ace tag and it doesn't say 'RMVX' like your version does.
@soulius I sadly don't keep track of VX scripts ;_; Maybe PM biged instead? -
I"ll try that thanks though! hah if anyone has a solution it would be appreciated!