Limited Inventory
Version: 1.3
Author: TheoAllen
Date: August 18, 2013
Version History
- <Version 1.3> 2014.02.25 - Add ability to change inventory limit using script call an formula
- <Version 1.2> 2013.09.12 - Now unable to discard key items
- <Version 1.1> 2013.08.22 - Bugfix. Item size notetag isn't working
- Bugfix when gained item.
- Bugfix when disable display item size in shop menu - <Version 1.0> 2013.08.18 - Original Release
Planned Future Features
- Item drop loots selection
Description
This script allow you to limit your inventory by overall possesed items instead of individual items
Features
- Limit inventory by overall possesed item
- Each item may have their own size / weight
- You may increase or decrease inventory limit using states or equipment
- Ability to discard item in item menu
- Define your own formula to determine inventory limit
- The rest of features is written in script
Screenshots
(https://rmrk.net/proxy.php?request=http%3A%2F%2F3.bp.blogspot.com%2F-kuPP_aKGwig%2FUhDrfPdBbHI%2FAAAAAAAABMk%2FziL9QOiS53I%2Fs400%2Flimited01.jpg&hash=b423f9dd134b8ad4d3a0782052b54aad3afad49c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2F2.bp.blogspot.com%2F-8449bOTP6Nw%2FUhDrfR4PbxI%2FAAAAAAAABMo%2Ft8qOmt1fM2c%2Fs400%2Flimited02.jpg&hash=af99d1468023b4fb1d516715811c0d83f08ead5e)
(https://rmrk.net/proxy.php?request=http%3A%2F%2F2.bp.blogspot.com%2F-RCvyWyy9L7w%2FUhDsO90jLlI%2FAAAAAAAABM0%2F4mNCJbNuZJo%2Fs400%2Flimited03.jpg&hash=4edd5f0b447be273bcc953798f412910cde77caf)
Instructions
Put this script below material but above main
If you're using YEA - Shop Option, put it below that script
Edit configurations and the notetags as described inside the script
Script
The script is too long. Grab it here (https://raw.github.com/theoallen/RGSS3/master/Limited%20Inventory%20(ENG))
Credit
Thanks
- All of my fellow Indonesian RPG Maker users who request this script
- The Elder Scroll : Skyrim for inspiration
- Shian, for give me an inspiration to make limit formula
Support
Post your question(s) here. Or post to my blog (http://theolized.blogspot.com/2013/08/theo-limited-inventory.html)
Known Compatibility Issues
It should be compatible with any item related script. Such as my weapon upgrade script. But I don't know about menu related script
Demo
The script is plug n play. No demo needed
Author's Notes
This is the rewrite version of my item slot (http://www.rpgmakerid.com/t7644-rgss3-theo-item-slots) script. One of my very first script which has terrible workflows and compatibility. I decided to unsupport that script due of my lack of RGSS3 skill back then. I used internaly for my game until there're many requests from my fellow RM user in my community.
Terms of Use
Credit me, TheoAllen. You are free to edit this script by your own. As long as you don't claim it yours. For commercial purpose, don't forget to give me a free copy of the game.
Absolutely an amazing script! I have a question though. How would I go about make the all my "key items" not count as part of the item size?
So for instance, I can hold 0/64 items in my inventory and have "Unlimited" amount of Key Items in my Key Items category that would not count towards the original item inventory count at all.
Quote from: hytporsche69 on August 21, 2013, 07:53:37 PM
Absolutely an amazing script! I have a question though. How would I go about make the all my "key items" not count as part of the item size?
So for instance, I can hold 0/64 items in my inventory and have "Unlimited" amount of Key Items in my Key Items category that would not count towards the original item inventory count at all.
Just set its size to 0 and it will not count as part of item size
Well, they not literally unlimited. But they have a large number for their limit instead. Let's say 999999
Who is going to have that number of item anyway?
Aaanndd....
Script updated! I just found there're some issues in my script
Thanks for the update. Quick question, Anyway to disable "Key items" from being discarded?
Quote from: hytporsche69 on August 22, 2013, 08:24:20 PM
Thanks for the update. Quick question, Anyway to disable "Key items" from being discarded?
Ohhh, I didn't think of it.
I'll update later. Thanks for mentioning an important feature XD
Any new updates? :)
Script updated!
Sorry for being late. My college life is just began
Damn, I saw this, got excited, then read that it's a VX Ace script =p
Do you know of a comparable XP script for it?
I don't know well about RGSS / RMXP script. Both its script structures and published scripts. Since I have abandoned RMXP since long time ago.
Finally got to adding in your updated version. Works like a charm! Everything seems to be working fine and the "key items" are not discardable :)
How can I change the inventory max with a script call? like having an extended inventory???
As of the way it is set up now, that is not an option.
This note tag is the only option. Btw this is ripped straight from the script.
<inv plus: n>
Use this notetag to determine the additional avalaible free inventory slot.
This notetag avalaible for Actor, Class, Equip, and States. If it's for
actor, avalaible inventory slot will increase when a new actor entered party.
If it's for equip, the avalaible slot will be increase if the certain equip
is equipped. And so do states
There's no such a script call like that,... at least, for now
But you may use a states to do such a thing.
Let's say, you have a state named 'inventory+10'
It will add more 10 free slot if you add <inv plus: 10> in notebox
Bump! updated for new version 1.3
I have added option to change inventory limit using script call during the game
And now you can also define you own formula to determine inventory limit
well, I suffer from horrible things when I use events so the player can "find" stuff on floor, the event actually disapears as spected, but if the inventory is already full, the item that was suposed to get from the event disapears too, because cant have it in the inventory, same when getting stuff out from the "vault" with the inventory secure script
is there a way to solve this?
Quote from: AdorianSAK on June 29, 2014, 09:25:31 AM
well, I suffer from horrible things when I use events so the player can "find" stuff on floor, the event actually disapears as spected, but if the inventory is already full, the item that was suposed to get from the event disapears too, because cant have it in the inventory, same when getting stuff out from the "vault" with the inventory secure script
is there a way to solve this?
Sorry for late reply. Before you make a "change item" event, make a conditional branch --> script call
$game_party.free_slot > 1It will return true if there is any avalaible slot. One at the minimum.
Then make "change item" event