@laugexd As of now this plugin does not restrict inventory limit, ill think about it for a future update though.
@Canini As of now no, but I can certainly add that into the next update.
Sorry for the late responses guys! Been crazy busy these past few months.
JIF Grid Inventory
● ARCHIVED · READ-ONLY
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you can make this ideias:
* is possible to show weapon stats when mouse over?
* and show images in the background to make something like this:

* Option to change grid icon size exemple: 32x32, 64x64, 128x128
* Option to drop item in ground
* shining soul 2 layout:

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Looks like you have a bug in your code. In that you're redoing how window base writes item names, instead of how the item window writes the name.
SpoilerCode:Window_Base.prototype.drawItemName = function(item, x, y, width) { width = width || 312; if (item) { var iconBoxWidth = Window_Base._iconWidth + 4; this.resetTextColor(); this.drawIcon(item.iconIndex, x + 2, y + 2); this.drawText(); } };
Should probably be
SpoilerCode:Window_ItemList.prototype.drawItemName = function(item, x, y, width) { width = width || 312; if (item) { var iconBoxWidth = Window_Base._iconWidth + 4; this.resetTextColor(); this.drawIcon(item.iconIndex, x + 2, y + 2); this.drawText(); } }; -
Hey! Is there a way I could add my own border box image? like where items will be stored? I mean the block itself.
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Doesn't seem to work with the current version. Items don't display at all, like they're invisible.
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SOLVED!So I just installed your plugin and I'm loving it! I only have 1 tiny gripe with it though. It concerns the selection cursor thingy, and how it's 1 pixel too narrow. I tinkered w/ the js file and realized it isn't defined by the plugin, but rather rpg_windows.js. Here's what I'm talking about:
Notice how the semi-transparent selection cursor is thinner on the right side. This is because the width is 1 pixel short vs the height (35px vs 36px). Here's the portion of code in rpg_windows.js that controls the sizing of the selection cursor:
JavaScript:If I change "rect.width = this.itemWidth();" -> "rect.width = this.itemWidth() + 1;" this resolves the issue and I get a perfect square of 36x36 pixels. However, this solution makes pretty much every other part of the game that uses the selection cursor look wonky.Window_Selectable.prototype.itemRect = function(index) { var rect = new Rectangle(); var maxCols = this.maxCols(); rect.width = this.itemWidth(); rect.height = this.itemHeight(); rect.x = index % maxCols * (rect.width + this.spacing()) - this._scrollX; rect.y = Math.floor(index / maxCols) * rect.height - this._scrollY; return rect; };
So I thought of 2 possible solutions, but need assistance implementing it since my JS skills are limited.
- Introduce a conditional in rpg_windows.js so that if the selection cursor is being used for the items in the inventory (and not anywhere else, not even the category choices right above it like "Items, Weapon, Armor, etc"), then use "rect.width = this.itemWidth() + 1;", otherwise use "rect.width = this.itemWidth();".
- Add some code in the plugin's js file itself to use a customized selection cursor size. I've seen this done in SomeFire's SkillTreeSystem.js, which I will include the snippet of code for below.
JavaScript:Skills_Window.prototype.updateCursor = function() { if (this.isCursorVisible()) { var rect = this.itemRect(this.index()); if (SkillTreesSystem.skillCursorMargin) { this.setCursorRect(rect.x + this.spacing() / 2, rect.y + this.spacing() / 2, rect.width + this.spacing(), rect.height + this.spacing()); } else this.setCursorRect(rect.x + this.spacing(), rect.y + this.spacing(), rect.width, rect.height); } else this.setCursorRect(0, 0, 0, 0);
For method #1, I'm thinking we could possibly use something like "Window_ItemList" for the conditional, but that's just a hunch.
I would greatly appreciate it if someone could help implement this fix, using any method you see fit. Thanks!
Edit: I just noticed that the plugin is affecting the Equip menu/screen as well. Is there a way to fix this? It's basically treating the equip screen as the inventory screen... -
Is there a way to make it so this can be toggled on or off in certain windows?
This way, items in the item window would display the grid icons, but in the skills and equip windows they'd display like normal.