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Grid Inventory 1.0f

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Rep: +0/-0Level 74
Pretty much inactive here.
Apologies for the necro/ressurection, but is there any way to make this compatible with YEM? The only problem I've ran into is that I can't use the '  GI_PERSONAL_ITEM_USE' function which was what I was really wanting. Whenever I try to select items in battle I get an error on line 3215, with 'undefined method 'inventory''.

Apologies for the necro again.

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Well, which script or scripts in YEM specifically conflict? I don't think I'm up for making it compatible with 60+ scripts.

Also, have you tried switching the order (ie. putting this script below the problematice YEM scripts in the Script Editor)?

Additionally, what is the specific error? Tell me verbatim.

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Pretty much inactive here.
The error's coming from line 3215 in the inventory grid script. Whenever I try to go into the item menu, I get:

Script 'Grid Inventory 1.0e' line 3215: NoMethodError occurred.

Undefined method 'inventory' for nil:NilClass

This is with this script placed underneath the five main BEM scripts. When it's above that you can go into the item menu fine, so I assume it's those ones which are being problematic.

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Well, I don't have time to learn BEM and figure out what it's up to, but on a very cursory look, try going to lines 3211-3216 and replace this:
Code: [Select]

    # Run Original Method
    modalr_invgrid_slctitm_windo_4h21 (*args)
    return unless  ModernAlgebra::GI_PERSONAL_ITEM_USE
    # Setup inventory
    @item_window.ma_inventory = @active_battler.inventory
    @item_window.refresh

with the following:

Code: [Select]

    # Run Original Method
    modalr_invgrid_slctitm_windo_4h21 (*args)
    return unless  ModernAlgebra::GI_PERSONAL_ITEM_USE
    # Setup inventory
    @item_window.ma_inventory = @selected_battler.inventory if @selected_battler
    @item_window.refresh

That might not fix the problem and it might not be the only problem between the scripts, but if the errors are more widespread then that then I am sorry, but I probably won't be able to write a compatibility patch at this time.

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Pretty much inactive here.
That did it! Thank you :)

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RMRK Junior
Sorry for necro-posting.

Hello, in first place, thanks you very much for this incredible script. :)

These days I've been working with this script.

I'm trying to pass it to RPG Maker VX Ace, and also make some changes. I want each grid is sixteen grids. That is, in your example a Ring is a imagen of 32x32 and this occupies a grid. I want that ring holding one of those mini grids and have a imagen of 8x8, so that I can get 16 rings in a grid, and while the selection and movement square is a grid (16 mini grids) and objects like a shield continue have 2x4 grids and imagen of 64x128. Something like this:



Could you guide me a little to know what parts of the script should be modified to make those changes?

I do not know if I have explained well, my English sucks.
« Last Edit: March 19, 2013, 12:56:21 AM by Duende »

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The method that draws the grid is just the refresh method of Window_InventoryGrid:

Code: [Select]

  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #    width  : the width of the current inventory
  #    height : the height of the current inventory
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh (inventory)
    self.contents.clear
    width = inventory.grid.xsize
    height = inventory.grid.ysize
    colour = Color.new (*ModernAlgebra::GI_GRID_COLOUR)
    # Calculate the scaling factor:
    scaling_factor = [(contents.width - 2) / width.to_f, (contents.height - 2) / height.to_f].min / 32.0
    scaling_factor = 1 if scaling_factor > 1
    multiplier = (32*scaling_factor).to_i
    # Centre the grid
    x = ((contents.width - (width*multiplier)) / 2)
    y = ((contents.height - (height*multiplier)) / 2)
    # Draw vertical lines
    for i in 0...width + 1
      self.contents.fill_rect (x + i*multiplier, y, 2, height*multiplier, colour)
    end
    # Draw horizontal lines
    for i in 0...height + 1
      self.contents.fill_rect (x, y + i*multiplier, width*multiplier + 2, 2, colour)
    end
    return self.x + 16 + x, self.y + 16 + y, scaling_factor
  end

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Thank you, I saw it after sending you PM.

I'm gradually translating script to VX Ace and also make the change I mentioned in the post above. I managed to draw the grid and add the cursor movement.



Where in the code become the cursor in a rectangle?

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It's done in the update_cursor method of Window_InventoryCursor.

Maybe you should start with a script that's a little simpler. This is an old script with which I am no longer familiar. I will not be able to walk you through everything, and it might be better for you to get a little more experience before tackling this script.

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Thanks for your help, modern algebra. I decided to start almost from zero, and use your inventory system like reference.

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That's a good idea. Good luck!

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Hi again, modern algebra.

I'm having problems with the items. How did you create unique items?

Edit: Ok, I saw this: http://rmrk.net/index.php/topic,47427.0.html
« Last Edit: April 07, 2013, 11:47:53 AM by Duende »

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Sorry I haven't been around to answer your questions. I've been lazy. Anyway, the unique items in this script aren't actually unique and don't rely on the Item Instances Base. It was just a graphical thing, where a new slot would be created whenever the items exceeded the maximum permitted in a group.

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are you going to port this script to ace?

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I'm so sorry for necroposting, but the item description can't show variables as it used to after I put in your script.
Can you fix that, please?
(Sorry if my English isn't good)