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Grid Inventory Glitch?

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Rep: +0/-0Level 76
RMRK Junior
In regards to modern algebra's Grid Inventory:
How do I make it so when an item is received and inventory is full, the item doesn't go into loot, instead it says "inventory full" or something. because if a player needs to take a quest item and his inventory is full it goes into loot and is forced to be destroyed...creating an unwinnable quest...

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Rep:
Level 83
How come you didn't post this in the thread where the script is? MA would probably be the only one that could help you, and he is more likely to see this if it was where he posted the script.
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That's not a glitch. I even say in the instructions for the \nondiscard option that "If the item is in loot, it can still be destroyed." I certainly wouldn't go to the lengths you are asking for and create an alternate system of looting, assumedly by making items that don't fit fall onto the floor and become their own item drops.

One thing that you can do if you want to make sure that can't happen, is go to around line 2664 of the script and see this:

Code: [Select]
        @warning_window.index = 1
        @warning_window.active = true
        @warning_window.visible = true
        @help_window.draw_item_list (@loot)

replace it with

Code: [Select]
        non_discard = false
        for place in @loot.placements
          non_discard = true if !place.item.discardable?
        end
        unless non_discard
          @warning_window.index = 1
          @warning_window.active = true
          @warning_window.visible = true
          @help_window.draw_item_list (@loot)
        end

What that will do is prevent the player from exiting the inventory if a non-discardable item is in loot.

***
Rep:
Level 81
Monster Hunter
sorry to ask here, but could you do the same for your limited inventory script MA?
like it opens the window and you can't quite it till you've discarded the item you have to much?

**
Rep: +0/-0Level 76
RMRK Junior
That's not a glitch. I even say in the instructions for the \nondiscard option that "If the item is in loot, it can still be destroyed." I certainly wouldn't go to the lengths you are asking for and create an alternate system of looting, assumedly by making items that don't fit fall onto the floor and become their own item drops.

One thing that you can do if you want to make sure that can't happen, is go to around line 2664 of the script and see this:

Code: [Select]
        @warning_window.index = 1
        @warning_window.active = true
        @warning_window.visible = true
        @help_window.draw_item_list (@loot)

replace it with

Code: [Select]
        non_discard = false
        for place in @loot.placements
          non_discard = true if !place.item.discardable?
        end
        unless non_discard
          @warning_window.index = 1
          @warning_window.active = true
          @warning_window.visible = true
          @help_window.draw_item_list (@loot)
        end

What that will do is prevent the player from exiting the inventory if a non-discardable item is in loot.

Oops. I forgot I could just hit the left and right arrow keys to switch from actor to actor  l (