Inventory Limitations

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Started by DraconisKnight 54 posts Page 3 of 3 View original ↗
  1. I'm having trouble understanding the exempt tagging - it seems backwards compared to other item limits?

    So if I wanted something to weigh X units, how would i tag:
    • some heavy item that weighs 2 or 4 units all on its own
    • something that weighs 1 unit per 4 in a stack
    • something that weighs nothing at all, no matter how many are in a stack
  2. The exempt tag is for how many of an item is not counted towards the inventory cap. For example, the player can have 15 potions. If the exempt tax is set to the number of potions in possession minus one, the plugin recognizes the potions take one slot in the party's inventory. (Think along the lines of Harvest Moon, Story of Seasons, and Monster Hunter where the player is limited by how many item slots they have.)

    I don't have a weight system implemented as Theo Allen released his Theo - Limited Inventory (for MV), which is a weight based inventory system. (As I'm not using a weight system for my game.)

    I'll tinker with it as soon I can as I'm itching to work on the plugin again. But it may take awhile as I'm tackling a few things outside of MV.
  3. Fixed a minor bug in the shop's isEnabled function. Party members can now buy items that they actively carry in their sack when all the stack slots are full.

    Sorry about that.
  4. Heya @DraconisKnight, I'm checking out your plugin because I think it will be perfect for one of my projects. However, I've found that the demo project you have uploaded has a bunch of plugins enabled that are not included with the project, and also your plugin itself is disabled. I had to go in and remove all the plugins except for yours to get the project to run.

    Hope this helps!

    EDIT: Also, your throw away function only throws away a whole stack, while Yanfly's ItemDiscard allows the user to choose how many to discard. It would be useful to allow the player to choose how many to discard in your action window, otherwise it would be nice to be able to disable your action window so that I can use ItemDiscard instead.

    EDIT2: After doing some testing, it seems that if an event gives a player another item that they already have while inventory is full, it will reset that item's count to 0, effectively deleting them all and freeing up inventory space. If the game attempts to give the player an item they don't have while inventory is full, nothing will happen. Do you have plans to perhaps handle this situation via the plugin so that we don't have to use conditional branches to check inventory space beforehand?
  5. Just finished and happy to say that I'm releasing 1.2. It has a new discard confirm window for a stacking inventory along with the command to jump to Scene_Equip along with the option of changing the new window's opacity.

    @Kest I'm sorry that I just noticed the bug with the Item Limit window text. Fixed.

    @Evren Sorry for now just seeing your message. I don't remember getting the alert for it. And thanks, I forgot to delete those last time as I have them in mine to test for bugs/compatiblity. (Remember to delete the extras this time.) Now, to the questions.

    I can try implementing a way for someone to choose how many items to discard. Right now, it is planned to where stacks will be discarded assuming the inventory is set up as a 'slot' with the Exempt tag exempting all but one. This is something I'll be tinkering with now that I have the stack discard figured out/ironed out. (Hopefully, with one system written, it will be easier for me to figure out the other. Future 1.3 most likely that I will try to have out a lot sooner than it took me to iron out this current version. :kaosigh:)

    But, a heads up with this plugin and Yanfly's ItemDiscard is that I never figured out how to refresh the Item Limit Window via a patch in mine or a separate extension of theirs. As such, the only way to update the Item Limit Window is through exiting and reentering the Scene_Item.

    On the items, I'll have to look at the gainItem function Zarsla wrote. They wrote it where the plugin will check if an item can be added or force discarded. Which is a concern now that I'm in the mood to iron out the non-stacking potential.

    If the item is using the <Exempt: ($gameParty.numItems($dataItems[x]) - 1)> (or $dataWeapons/$dataArmors), it is just fine. But I see what you mean with an item using <Exempt: 0>. Initially, I personally planned on using conditional branches for space check along with a plugin like Yanfly's Core Engine with a Max Item note tag to help. With the check in the event, I could suggest checking one's pack if the pack is full. But, I'll definitely look into items already in possession with <Exempt: 0> and the gainItem function.

    Thank you again. :)
  6. Hello, I'm having trouble understanding how to use this plugin. I want to set specific limits to specific items. For instance, say I want the player to only be able to hold 5 Elixirs, 30 Potions, and 30 Ethers max each. Is this A) possible with the script, and B) how might I go about achieving this?
    Thank you in advance for your time and consideration.
  7. @Diretooth This plugin does not alter the max items per item the party can have. Only how big their pack is.

    I've tested this with Yanfly's Core Engine plugin, in which a note tag for Max Items. I think there may be a few other plugins that do as well that I need to test this with. (I think.)

    I hope this helps. :)
  8. hi.. i like your plugin.. but i have problem like this
    Screenshot_2.png

    do you know how to fix it ? thanks
  9. @Bilalichwa How is your database set up? I come across this if I forget to put the exempt tag in the note box of the item, weapon, or armor.

    And that is because right now, it is including the note tag in it's calculation for used space.
  10. This is a fantastic plugin. I do have a question though. Is there a way to set a variable to equal the number of items in your inventory? I'm looking for a way to keep players from
    picking up items if their inventory is already full.
  11. I have managed to configure everything. But I have a problem. When the inventory limit is reached, the stack of objects is reset to 0, losing all of them. You say you fixed this bug, but I don't know if I have to add something to the game to make it work properly.
  12. @Angelus197 I remember looking into that plugin wise. Otherwise, I recall the solution being an if statement in the event.

    I'm sorry for that late reply. But I haven't haven't touched the plugin in a long while, so I don't know when I will get the next update out.
  13. Hey Draconis, this is a great plugin, though I'm having an issue with compatibility. I am willing to pay somebody to make a fix,
    I made a post about it please take a look if you have the time.

    MV - Creating actor specific and limited capacity inventory, mostly done just need some help please
    Also on a side note I am wondering about the possibility of being able to assign items a weight with a note tag, your plugin is far better than Mr.Trivels simply because of the compatibility with yanfly item core, among other reasons, but my real goal is to be able to assign weight to items. I would be willing to pay you for any time it would take to add this functionality. Anyway, thank you for your great plugin and have a great day