Tsukihime 1,489 Posted June 16, 2012 (edited) That's because yami's script assumes items are treated as database ID's, not actual items from your inventory. All item-usage will need to be changed accordingly to pass references of items, not ID's. And no, I haven't done anything to this script for awhile. The features end up sounding boring to implement. Edited June 16, 2012 by Tsukihime Share this post Link to post Share on other sites
Clyve 0 Posted June 17, 2012 That's unfortunate. It's sort of unusable without a discard/overflow catch system. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 17, 2012 (edited) Not really. Automatic discarding is an extra feature which naturally comes with inventory limits. Just turn off limits if you don't want stuff to be discarded. I probably won't be adding a discard system either since it's boring to code. I should've written the limits as a completely separate script as an add-on rather than building it into the inventory system. Edited June 17, 2012 by Tsukihime Share this post Link to post Share on other sites
Clyve 0 Posted June 17, 2012 (edited) The whole point of having a limited inventory system is to choose what you want to bring with you and what's worth more to carry. Finding something in a chest and just losing an item in it if your inventory is too full, without a warning that lets you swap it out with something you are currently holding makes the system useless. Edit: I know you're not going to work on it anymore, it's just unfortunate because this was shaping up to be an actual useful system and would have made dungeon crawler games much more fun. Edited June 17, 2012 by Clyve Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 17, 2012 (edited) The point of this script is not to provide a limited inventory system, but to replace how the current inventory system is handled. That's why I never advertised this as a "limited inventory system" I made it with individual equips in mind and some item management (individual stacks, etc). If someone would like to have limited inventory with proper item discarding and swapping they can write an add-on for it. Or they can write an add-on based on the default inventory system and then I'll just modify it accordingly to support this inventory system. The default system is enough for such purposes since it's a matter of counting how many items you have. Edited June 17, 2012 by Tsukihime Share this post Link to post Share on other sites
Ravenith 5 Posted June 19, 2012 Great job. An advanced inventory system THE most important script for every developer - well, maybe besides your battle system of choice, but we have many of those. I TOTALLY support the prefix/suffix idea, it adds a whole lot of untapped design space. And may I add a feature idea? Since items are already handled singularily, would it be hard to add the functionality to rename them? I believe the Actor Rename part of the default scripts could be used. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 20, 2012 Renaming equips sounds simple enough. I'll release an add-on separately if I get around to doing it. I'll probably implement it as an "option" window in your main Item scene, where you select an item and then it opens a list of options that you can choose from (use, drop, etc). Mainly cause ninjamida already wrote an option window for the item scene. Share this post Link to post Share on other sites
Ravenith 5 Posted June 20, 2012 That'd be great. That way we can tell which item is which when two items with the same name have altered stats... Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 20, 2012 Lol how about just make it "Sword 1", "Sword 2", ... "Sword 3002", ... Share this post Link to post Share on other sites
Ravenith 5 Posted June 22, 2012 (edited) That'd be hilarious, lol EDIT: ...I meant it as in the case of, say, an enchanting script is used... Edited June 22, 2012 by Ravenith Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 22, 2012 So like, supposing I implement some prefix/suffix system, you might have "Long sword" --> "Long sword of fire" Share this post Link to post Share on other sites
Ehren Rivers 14 Posted June 25, 2012 Hmm. So I had a bit of a problem with this script. I have an appearance-changing event that requires you to have a certain book in your inventory, and removes the item aferwards. The item doesn't disappear from the inventory though, and I'm not sure why. It IS used up, when I try to activate the event again I can't without getting another one of the book item. Worse still, when I get another of the book item the count DOES go up. I had one, used it, and there was still a stack of 1. I picked up another for a stack of 2, used THAT one, and it still says 2. Any idea why this might be happening? Share this post Link to post Share on other sites
+ Shadow Fox 5 Posted June 25, 2012 (edited) There IS a way to remove the item after it is used, as I had a similar problem, in that I was unable to remove a piece of equipment from the character and tsukihime had helped me out with that, but the downside is it clears the entire inventory. Use this script call: $game_party.clear_inventory(true) As to the reason why it does not remove the item, I believe it is because it creates a copy of the item. That way you can have 1 level 2 fire-sword, and 1 level 4 fire-sword Edited June 25, 2012 by Shadow Fox Share this post Link to post Share on other sites
Ehren Rivers 14 Posted June 25, 2012 D: That... Really doesn't work for me. I can't clear out my inventory every time I want to remove one item. [/sigh] I'll have to find another inventory script, I guess. Thanks for responding, Shadow Fox. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 25, 2012 How is the event setup? Share this post Link to post Share on other sites
Ehren Rivers 14 Posted June 25, 2012 The event text tells you that you can change outfits and gives you a number of choices, and in each choice ic a conditional branch that checks to see if you have the required item or not. If you do, your graphic is changed and one of the item is removed from your inventory. It's a prety basic event setup, and it works just fine when your script isn't installed. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 25, 2012 (edited) It looks like there is a general issue with losing items in the first place. The default engine uses "gain item" to deal with losing items (that is, gaining negative amounts). I think the issue I had before was the fact that I don't know how to determine which one to remove. You can have 5 swords; one of them is extremely powerful, while the other 4 are just common variations. If you say "remove 1 sword", which sword does it actually remove? The rare one? Or the common one? Or just pick one randomly? Edited June 25, 2012 by Tsukihime Share this post Link to post Share on other sites
+ Shadow Fox 5 Posted June 26, 2012 (edited) With just the items, I am having a similar program as Ehren Rivers. Don't know how to go around it. I have a Warehouse key, a note, some weapon items that is given to the player/the player needs to collect but it needs to be taken away from the player when at certain points within several quests, and I have no idea on how to do that without loosing everything within the inventory. Please help? Sure I could use switches but I'd rather not, as I have already made the item and set it up so that the warehouse door is locked and the key would allow the player to enter. Edited June 26, 2012 by Shadow Fox Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 26, 2012 (edited) I've updated the script so that it will properly remove items from event calls. Or it should. May be some cases I didn't test. Edited June 26, 2012 by Tsukihime Share this post Link to post Share on other sites
PseudoFanboy 0 Posted June 28, 2012 Is it possible to add different traits/features/whatever we call them to individual weapons/armor, or is that still something to be worked on? Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 28, 2012 No, you have absolutely no way of doing that in the database. It would be impossible for you to say "first sword has fire attack, second sword has ice attack" because from the database perspective, it's the same sword. At best, you can randomly generate the features and stats for equips, but you can't hardcode them. Share this post Link to post Share on other sites
PseudoFanboy 0 Posted June 28, 2012 Uh... that's what I meant. I'm trying to add different features to different weapons/armor ingame in the same way I'm changing the parameters (which works fine), but the changes affect all weapons of the same type. Am I doing something wrong, or is this just not something the script can do? Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 28, 2012 That's because the default engine is designed that way and so the editor itself is designed that way. Share this post Link to post Share on other sites
Pixel Brady 4 Posted July 2, 2012 Cannae wait to see this when weights are implemented. Fantastic work. Share this post Link to post Share on other sites
Kayzee 4,033 Posted July 4, 2012 I notice with the Runic Enchantment compatibility patch you can'[t seem to remove runes. I kind of wonder how well this would work with the synthesis patch... I kinda wanna make a potion mixing system myself. Share this post Link to post Share on other sites