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darthbirdy3

Resident Evil 4 Style Grid Based Inventory

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I'm looking for an inventory script with a grid based system. Think Minecraft, but where some items take up more space than others. The best example I can think of is Resident Evil 4:

post-46028-0-58219000-1423182221_thumb.jpg

There's a version of this script for XP if that helps, but not VX Ace: http://forums.rpgmakerweb.com/index.php?/topic/30664-grid-inventory-script/

If anyone know how to covert this I would appreciate it sooooo much. If so, I could contact the creator and ask if we could convert it. Also, since I plan to monetize it, you may be able to get payment when the game is complete if that's any encouragement. It's a gamble though since I don't know how popular the game would be which means the payout may be very little. Anyway, enough about money since this is a script request. The link gives the main idea of the script I'm looking for.

 

Thanks in advance :)

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This is a pretty big script to do for no money down. If the original author is okay with conversion and it being used commercially I might be able to help you but I can't do this from scratch for nothing down.

 

On the bright side if you can get that permission the script looks largely self-contained rather than modifying XP base classes so conversion shouldn't be a complete nightmare and probably will save time.

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I could have swore I saw one of these floating around somewhere but I may be wrong. It could have been for VX...

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This is a pretty big script to do for no money down. If the original author is okay with conversion and it being used commercially I might be able to help you but I can't do this from scratch for nothing down.

 

On the bright side if you can get that permission the script looks largely self-contained rather than modifying XP base classes so conversion shouldn't be a complete nightmare and probably will save time.

I'll contact the creator and get back to you with an answer. Thanks so much.

I could have swore I saw one of these floating around somewhere but I may be wrong. It could have been for VX...

I know. I feel the same way. I saw it when I didn't need it, but now that I do it's gone without a trace.

 

If this doesn't fall through other I'll still take other suggestions. Thank You.

Edited by darthbirdy3

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this is not a hard system. i've already developed one that functions like this one. i have not released it to the public, because it is for my personal project, but head in a zelda style main menu script and the pieces should fall in place. good luck!

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This is a pretty big script to do for no money down. If the original author is okay with conversion and it being used commercially I might be able to help you but I can't do this from scratch for nothing down.

 

On the bright side if you can get that permission the script looks largely self-contained rather than modifying XP base classes so conversion shouldn't be a complete nightmare and probably will save time.

I've got the writers permission to convert it, so let's work out some details.

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6,000 lines is ridiculous.

this can be created from scratch with right around 500 lines (commented like the default scripts).

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6,000 lines is ridiculous.

this can be created from scratch with right around 500 lines (commented like the default scripts).

 

Modern Algebra's grid based inventory in VX is about 6,000 lines added with his required modules. If someone wants to port it, he / she needs to face the fact that its that long. But I am curious about the 500 lines equivalent.

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the final outcome depends on the list of features to be included (as with all scripts), but you can make a grid styled inventory which allows you to select and use items normally with less than five hundred lines of code; i know this, because i've done it. if it is to be as complex as resident evil's inventory (combining items within the grid, etc), you can expect that number to increase of course, but 6,000 lines of code seems so overkill to me. those individual scripts must have a lot of additional features and aesthetics to them.

 

p.s. modern algebra > dbchest

respect.

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I have a crafting script combining within the grid is not necessary

 

the final outcome depends on the list of features to be included (as with all scripts), but you can make a grid styled inventory which allows you to select and use items normally with less than five hundred lines of code; i know this, because i've done it. if it is to be as complex as resident evil's inventory (combining items within the grid, etc), you can expect that number to increase of course, but 6,000 lines of code seems so overkill to me. those individual scripts must have a lot of additional features and aesthetics to them.

 

p.s. modern algebra > dbchest

respect.

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Modern Algebra seems to have thrown that one together without planning from the description. That may have a lot to do with it.

 

DarkSchneider's is only about 2,000 lines, which looks about right given that it's got grid collision and such while a Zelda like menu doesn't.

 

Unfortunately it being for XP is an issue but at least it seems fairly isolated. I may have to boil down sections to pseudo code and constitute and put in things like tag support but it's a better based than ModernAlgebra's for this I think.

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I guess the only way for you to acquire such script is to ask Modern Algebra himself.

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Modern Algebra's is marked NC so it's not viable, plus it's 6,000 lines.

 

DarkSchneider gave permission to convert the 2,000 line one, it's just a bigger conversion difference and doesn't have neat stuff like notetags already in use,

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Well I do have one in progress... >_>

 

It is in portuguese, but I'll translate it, don't worry about that.

 


1o0kuV1.png

 

 

 

About the guy who said he could do it in 500- lines  :angry:

He's right k :P, the item part is all finished, but I really wanted to do a full script, which means Shop, Scene_Equip.. and that I am kind of without ideas how to make something cool. Most scripts of grid items only affect the Item Scene, don't know if you want only that x).

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