Chaos Project

RPG Maker => RPG Maker Scripts => RMXP Script Database => Topic started by: LiTTleDRAgo on March 31, 2012, 11:54:43 am

Title: [XP] Drago Inventory System
Post by: LiTTleDRAgo on March 31, 2012, 11:54:43 am
Drago Inventory System
Authors: LiTTleDRAgo
Version: 2.00
Type: Custom Item System
Key Term: Custom Item System



Introduction

This is inventory system I created for my game,
but I decided to publish it since I lost interest in rmxp lately


Features




Screenshots

Spoiler: ShowHide
(http://i.imgur.com/CoXkf.jpg)

Spoiler: ShowHide
(http://i.imgur.com/PYz7G.jpg)

Spoiler: ShowHide
(http://i.imgur.com/AZxAT.jpg)

Spoiler: ShowHide
(http://i.imgur.com/9iBwn.jpg)

Spoiler: ShowHide
(http://i.imgur.com/ZtfdD.jpg)



Script

Here (http://littledrago.blogspot.com/2012/03/rgss-drg-inventory-system.html)


Instructions

In the script



Compatibility

Probably won't compatible with other item related script (like tons of addons)


Credits and Thanks




Author's Notes

~Enjoy
Title: Re: [XP] Drago Inventory System
Post by: ForeverZer0 on March 31, 2012, 12:32:08 pm
Nice job yet again, Drago. :)

* Moves to Database *
Title: Re: [XP] Drago Inventory System
Post by: Magus on April 02, 2012, 03:44:24 pm
Looks good. I'll give this a try and see if I can incorporate it into FOLS1R. Can't expect any less from one of the best scripters here. (and even getting compliment from another scripter that's also one of the best.)
Title: Re: [XP] Drago Inventory System
Post by: LiTTleDRAgo on April 08, 2012, 03:16:51 am
updated to 1.20

added item rarity (http://forum.chaos-project.com/index.php/topic,3633.msg71911.html#msg71911)
Credit to game_guy

Spoiler: ShowHide
(http://i.imgur.com/ZtfdD.jpg)
Title: Re: [XP] Drago Inventory System
Post by: Dweller on April 08, 2012, 07:50:15 am
Quote from: LiTTleDRAgo on April 08, 2012, 03:16:51 am
updated to 1.20

added item rarity (http://forum.chaos-project.com/index.php/topic,3633.msg71911.html#msg71911)
Credit to game_guy

Spoiler: ShowHide
(http://i.imgur.com/ZtfdD.jpg)



Got a syntax error at line 628 (solved removing the line, that contend only a 'end').
Title: Re: [XP] Drago Inventory System
Post by: LiTTleDRAgo on April 08, 2012, 10:31:45 am
it's a typo in pastebin, fixed now
Title: Re: [XP] Drago Inventory System
Post by: kmart002 on June 18, 2012, 04:12:55 am
Hey LiTTleDRAgo, I love your script and everything, the only problem I'm having is the armor. When I try to select it, it states:
Script 'Items Menu' line 694: NoMethodError occurred.
undefined method 'element_set' for #<RPG::Armor:0x7b80d08>

This happens with whatever armor I try to choose. Any suggestions?
Title: Re: [XP] Drago Inventory System
Post by: LiTTleDRAgo on June 19, 2012, 11:56:31 pm
fixed

updated to ver 1.36
Title: Re: [XP] Drago Inventory System
Post by: QuentinWhite on July 07, 2012, 02:45:52 pm
Helo.
Nice script, but i have found some glitches

1.) Game crashes when you buy more items, than your DEFAULT_ITEM_STACK for that item.

2.) Game crashes, when you get more items by event (change items: [potion], +999), than your DEFAULT_ITEM_STACK for that item. (fixed it by adding desired item one by one: change items: [potion], +1, change items: [potion], +1, ...)

3.) When you use item from stack, the number indicating amount of items you have in this stack will be broken (it will look like white blob).

4.) You can duplicate your items. equip your character with weapon and fill your inventory with two more diferent weapons your character can equip. Than equip your character (using equip window) with diferent weapon and all your weapons will be duplicatet.


This is all i have found so far.
Title: Re: [XP] Drago Inventory System
Post by: kmart002 on July 08, 2012, 03:41:00 am
Also, if I have two potions, and I choose to discard 1, it'll discard both. Unless there's a way to make each potion stand out individually instead of stacking with each other to only take up one inventory slot, which I don't know how to do
Title: Re: [XP] Drago Inventory System
Post by: LiTTleDRAgo on July 09, 2012, 11:07:48 pm
Quote from: QuentinWhite on July 07, 2012, 02:45:52 pm
Helo.
Nice script, but i have found some glitches

1.) Game crashes when you buy more items, than your DEFAULT_ITEM_STACK for that item.

2.) Game crashes, when you get more items by event (change items: [potion], +999), than your DEFAULT_ITEM_STACK for that item. (fixed it by adding desired item one by one: change items: [potion], +1, change items: [potion], +1, ...)

3.) When you use item from stack, the number indicating amount of items you have in this stack will be broken (it will look like white blob).

4.) You can duplicate your items. equip your character with weapon and fill your inventory with two more diferent weapons your character can equip. Than equip your character (using equip window) with diferent weapon and all your weapons will be duplicatet.


This is all i have found so far.


all fixed

Quote from: kmart002 on July 08, 2012, 03:41:00 am
Also, if I have two potions, and I choose to discard 1, it'll discard both. Unless there's a way to make each potion stand out individually instead of stacking with each other to only take up one inventory slot, which I don't know how to do


I'll fix this one later (probably after exam)

fixed
Title: Re: [XP] Drago Inventory System
Post by: kmart002 on July 10, 2012, 02:04:34 am
Alright cool. And one last thing, can I change the option to be able to equip weapons/armor from the item screen? Cause I put another script in that makes it that you need to be a certain level to equip certain weapons/armor. In the equip menu it works, but I can equip those weapons/armor no matter what in the item menu.
Title: Re: [XP] Drago Inventory System
Post by: LiTTleDRAgo on July 10, 2012, 11:51:20 pm
script updated, now you can disable combine and equip by call script

$game_party.disable_combine = true / false
$game_party.disable_equip = true / false

of course if you want to remove that feature completely, you can insert nil in the config

Quote
  ITEM_WELCOME    = "In Your Bag"
  PARTY_INV          = "Party Inventory"
  LOOT_INV           = "Discarded Item"
  USE_COM            = "Use"
  COMBINE_COM     = nil
  EQ_COM             = nil
  DIS_COM            = "Discard"
  CANCEL_COM      = "Cancel"
  FULL_INVENTORY = 'Inventory is full'


------edit

script updated, added support for RMVX
Title: Re: [XP][VX] Drago Inventory System
Post by: Dweller on July 12, 2012, 03:54:52 pm
LiTTleDRAgo can you help me to change the script to make the selectable window transparent?
Spoiler: ShowHide
(http://s2.subirimagenes.com/otros/previo/thump_7837858littinventory.jpg)
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on July 12, 2012, 10:09:58 pm
---deleted---

btw script updated, changed the scene_loot

Spoiler: ShowHide
(http://i.imgur.com/dIemf.jpg)
Title: Re: [XP][VX] Drago Inventory System
Post by: QuentinWhite on July 15, 2012, 08:46:04 am
I have found few bugs in new version.

1.) Equpinig doesnt work at all. You can unequip your character, but you cant put your equipment back on. (this applies for both equip window and choosing equip command in item window)

2.) When i use item (potion), i get error at line 2038.
(undefined method 'refresh' for # <Window_Target:0x13cc590>)

3.)There are some problems with window overlapping
Spoiler: ShowHide

Item use
(http://desmond.imageshack.us/Himg40/scaled.php?server=40&filename=61859215.jpg&res=landing)
Item equip
(http://img339.imageshack.us/img339/4785/29599812.jpg)


4.) Script demands picture named Mn_Bk3 in picture directory. But i cant find any download link for that picture at your site.


This is all i have found so far. Hope it helps.
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on July 15, 2012, 11:39:24 am
thanks, all fixed

Mn_Bk3 : http://i.imgur.com/hV8aN.jpg
forgot to include it, but you can disable that image in config

Quote
  BACKGROUND  = ''      # Animated background graphic
  TRAN_TIME   = 20            # Transition Time
  TRAN_TYPE   = "004-Blind04" # Transition Type (Name)   
Title: Re: [XP][VX] Drago Inventory System
Post by: QuentinWhite on July 15, 2012, 05:27:58 pm
Amazing. You are really fast  :).

Everything works perfect, but the item duplicating bug still persists. I have uploaded little demo, so you can duplicate the bug easily.

Spoiler: ShowHide

https://dl.dropbox.com/u/55023255/Item_Duplicating.zip (https://dl.dropbox.com/u/55023255/Item_Duplicating.zip)


Just go to equip screen, and unequip your sword. Sometimes you have to unequip all your equipment and then your sword.

Hope it helps

EDIT:
This is just a little sugestion. Could it be possible to combine items with weapons, weapons with armor and so on? This will be really useful (combinig magical gems with weapons, adding silencers to pistols or reinforcing armor with aditional plates.)
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on July 16, 2012, 10:21:19 am
Quote from: QuentinWhite on July 15, 2012, 05:27:58 pm
Amazing. You are really fast  :).

Everything works perfect, but the item duplicating bug still persists. I have uploaded little demo, so you can duplicate the bug easily.

Spoiler: ShowHide

https://dl.dropbox.com/u/55023255/Item_Duplicating.zip (https://dl.dropbox.com/u/55023255/Item_Duplicating.zip)


Just go to equip screen, and unequip your sword. Sometimes you have to unequip all your equipment and then your sword.

Hope it helps


I think now it's fixed

Quote from: QuentinWhite on July 15, 2012, 05:27:58 pm
EDIT:
This is just a little suggestion. Could it be possible to combine items with weapons, weapons with armor and so on? This will be really useful (combining magical gems with weapons, adding silencers to pistols or reinforcing armor with additional plates.)



I'll try it later (probably after exam)

update to 1.84, now can combine items with weapons or armors
Title: Re: [XP][VX] Drago Inventory System
Post by: QuentinWhite on July 16, 2012, 11:41:51 am
Amazing  :haha:

All bugs i've found are gone. And new combining works perfectly. You've done really good job.


EDIT: Found just one small problem.

If you discard few things from your inventory and then hit combine on random item/weapon/armor without exiting the inventory, all your discarted items will apear in your inventory again. But you cant combine anything with them and they will disapear, if you cancel combinig or exit your inventory, so it isnt that much of a problem.

Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on July 16, 2012, 12:47:03 pm
fixed

update, added "unequip" function in equip menu
Title: Re: [XP][VX] Drago Inventory System
Post by: QuentinWhite on July 17, 2012, 05:52:55 pm
Beautiful  8)

Everything is perfect now. Havent found a single bug.
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on July 18, 2012, 12:26:25 am
update, fixed a glitch in "unequip" when player can unequip a fixed equipment
Title: Re: [XP][VX] Drago Inventory System
Post by: kmart002 on July 18, 2012, 10:04:46 pm
Have you fixed the discard problem yet?
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on July 18, 2012, 10:25:32 pm
I believe it's already fixed

update script to 1.96
can use separate inventory for each actor and added "transfer inventory"

to disable it, change to nil in the config
QuoteTRANSFER_COM   = "Transfer"    # Insert nil to disable permanently
Title: Re: [XP][VX] Drago Inventory System
Post by: kmart002 on July 19, 2012, 01:36:00 am
I just tested it and I had 4 Potions in my inventory, clicked discard and it discarded them all.
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on July 19, 2012, 01:49:21 am
ah, you mean you want to discard one-by-one?

find this section and change the striked word
Quote#--------------------------------------------------------------------------
  # * Discard Item Processing
  #--------------------------------------------------------------------------
  def discard_item
    slot = @item_window[0].inventory.slot_reverse(@item) rescue nil
    return if slot.nil?
    type, id, n = slot.item_type, slot.item_id, slot.amount 1
    if LiTTleDRAgo::NONDISCARD[type].include?(id)
      return sound_play('buzzer')
    end
    $game_party.no_multi_use = true
    sound_play('decision')
    $game_party.reduce_item(@item, n)
    $game_party.limit_inventory.remove_item_reverse (type, id, n)
    @welcome_window.refresh
    @item_window.each {|i| i.refresh }
    @item_window[0].active = true
    @item_window[0].index = [@item_window[0].index - 1, 0].max
    @invcom_window.each {|i|  i.active = i.visible = false }
    $game_party.no_multi_use = false
    @window_eq_active = false
    @must_update = true
  end


I guess I'll add a feature to select the amount you want to discard later
Title: Re: [XP][VX] Drago Inventory System
Post by: kmart002 on July 19, 2012, 01:51:15 am
Haha yes that's it. Thanks a ton, this script is fucking awesome.
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on July 19, 2012, 01:17:57 pm
update 1.99, added feature to select amount you want to discard
Title: Re: [XP][VX] Drago Inventory System
Post by: kmart002 on November 07, 2012, 05:41:01 pm
With the discard feature...when I click to discard, but then I just exit out without discarding, the game freezes, I don't know if that's a script problem or the game itself.
Title: Re: [XP][VX] Drago Inventory System
Post by: kmart002 on November 08, 2012, 01:16:37 am
Also, I used the maximum amount of writing in the description for an item, but when it shows in the item menu, it's cut off. any way to separate it with more lines, or paragraph?
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on November 08, 2012, 06:32:28 am
Quote from: kmart002 on November 07, 2012, 05:41:01 pm
With the discard feature...when I click to discard, but then I just exit out without discarding, the game freezes, I don't know if that's a script problem or the game itself.


it seems I can't reproduce the problem, but probably it's already fixed now

Quote from: kmart002 on November 08, 2012, 01:16:37 am
Also, I used the maximum amount of writing in the description for an item, but when it shows in the item menu, it's cut off. any way to separate it with more lines, or paragraph?


fixed
Title: Re: [XP][VX] Drago Inventory System
Post by: kmart002 on November 08, 2012, 08:35:48 pm
Yes the discard thing is fixed, and the paragraph thing is fixed as well. There's one more problem lol when I get an item, go into the menu to look at it, it'll show the name/stats/etc. When I go out of the menu back to the game, then go into the menu AGAIN, the name of the item disappears
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on November 09, 2012, 02:08:12 am
fixed
Title: Re: [XP][VX] Drago Inventory System
Post by: Vexus on November 09, 2012, 08:35:24 am
Mind telling me what parts are updated (For the freeze on discard, I have it too.) since mine is edited and would need to re-change everything if I had to take the newest version again?

Thanks
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on November 09, 2012, 09:31:38 am
I believe it is something in
def cancel_combination

I don't have PC right now (currently in mobile) so I can't answer the details
you can compare the code by yourself
Title: Re: [XP][VX] Drago Inventory System
Post by: Vexus on November 10, 2012, 05:38:49 am
That part is slightly different in the newest version than mine but it doesn't solve it but gives me an error so probably more than that should be added.
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on November 10, 2012, 10:21:28 am
probably this part
Spoiler: ShowHide
Quote
  #--------------------------------------------------------------------------
  # * cancel_combination
  #--------------------------------------------------------------------------
  def cancel_combination
    sound_play('cancel')
    discard_item_value(0) if @inpnum_window[0].active
    @item_window[0].active  = true  unless @inpnum_window[0].active
    @item_window[0].visible = true  unless @inpnum_window[0].active
    @item_window[1].active  = false unless @inpnum_window[0].active
    @item_window[1].visible = false unless @inpnum_window[0].active
    @invcom_window.each {|i|  i.active = i.visible = false }
    @inpnum_window.each {|i|  i.active = i.visible = false }
    @equip_window_active = @number_overload = nil
    @sta_window['well'].refresh
    @number_item = 0
    return
  end
Quote
  #--------------------------------------------------------------------------
  # * discard_item_value
  #--------------------------------------------------------------------------
  def discard_item_value(number = @inpnum_window[0].number)
    slot = @item_window[0].inventory.slot_reverse(@item) rescue nil
    return if slot.nil?
    type, id, n = slot.item_type, slot.item_id, number
    return sound_play('buzzer') if LiTTleDRAgo::NONDISCARD[type].include?(id)
    sound_play(number > 0 ? 'decision' : 'cancel')
    $game_party.no_multi_use = true
    n.times {  $game_party.lose_item(@item, 1) if item_number(@item) > 0  }
    @sta_window['well'].refresh
    @item_window.each {|i| i.refresh }
    @inpnum_window.each {|i| i.active = i.visible = false }
    @item_window[0].active = true
    @item_window[0].index = [[@item_window[0].index-1,0].max,
                              @item_window[0].item_max-1].min
    $game_party.no_multi_use = false
    @equip_window_active = false
    @must_update = true
  end


btw about your horizontal command (add this above the script)
Spoiler: ShowHide
Quote#==============================================================================
# ** Window_Command_Hor
#------------------------------------------------------------------------------
#  This window deals with general command choices.
#==============================================================================

class Window_Command_Hor < Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(width, commands)
    super(width*commands.size, commands)
    self.height = 64
    @column_max = commands.size
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Get Row Count
  #--------------------------------------------------------------------------
  def row_max() 1 end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new((self.width/4)*index+4, 0, self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
end


then change Window_Command.new in this part (code may differ)
Spoiler: ShowHide
Quote#--------------------------------------------------------------------------
  # * create_inv_com_window
  #--------------------------------------------------------------------------
  def create_inv_com_window
    comb = combine_not_exist? ? '' : LiTTleDRAgo::COMBINE_COM
    equ  = equip_not_exist?   ? '' : LiTTleDRAgo::EQ_COM
    del  = [LiTTleDRAgo::DIS_COM, LiTTleDRAgo::CANCEL_COM]
    use  = LiTTleDRAgo::USE_COM
    nocb = combine_not_exist? ||  $game_party.disable_combine
    noeq = equip_not_exist? || $game_party.disable_equip
    tra  = transfer_com
    command_item = tra != '' && !bypass_one_actor?(1) ?
              (nocb ? [use,tra,del[0],del[1]] : [use,tra,comb,del[0]]) :
              (nocb ? [use,del].flatten       : [use, comb, del[0]] )
    command_weap = tra != '' && !bypass_one_actor?(1)  ?
              (nocb ? noeq ? [del[0],tra,del[1]] : [equ,tra,del[0]] :
               noeq ? [comb,tra,del[0],del[1]] : [comb,tra,equ,del[0]]) :
              (nocb ? noeq ? [del].flatten : [equ,del[0]] :
               noeq ? [comb,del[0],del[1]] : [comb,equ,del[0]])       
    @invcom_window = [Window_Command.new(160, command_item),
                      Window_Command.new(160, command_weap),
                      Window_Command.new(160,[comb,del[1]]),
                      Window_Command.new(190,['',''])]

    @invcom_window.each_with_index {|i,s|  i.x = s == 3 ? 228 : 258
                              i.y = 160 + 1*32
                              i.z = @item_window[0].z + 200
                              i.active = i.visible = false }
  end

to
QuoteWindow_Command_Hor.new


and change the x position in this part(code may differ)
Spoiler: ShowHide
Quote@invcom_window.each_with_index {|i,s|  i.x = s == 3 ? 228 : 258
                              i.x = ?
                              i.y = 160 + 1*32 ?
                              i.z = @item_window[0].z + 200
                              i.active = i.visible = false }
Title: Re: [XP][VX] Drago Inventory System
Post by: Vexus on November 10, 2012, 06:32:39 pm
It no longer gives me an error and "works" but now after the menu goes away x item that I cancelled from discarding gets sorted in the first slot if you try on another item that item gets sorted in the first slot and the previous goes back to it's real position.

Pretty weird stuff haha.

Ps. Thanks for the command window.
Title: Re: [XP][VX] Drago Inventory System
Post by: Kiwa on January 10, 2013, 12:26:24 am
Hey!

I really like the item system. Tho I haven't tested it fully.
however i found something right off the bat that i wasn't sure was intended.
But im guessing it may be since no one brought it up in this thread

When i hit Spell Book, Equip, or Status. all bring me to your delightful item menu.
if it is intended, is there a way i can separate them?
i skimmed thru the code but cant find anything (tho i'm talentless with code lol).
id like only clicking "Item" to bring me to your system if possible.

Thanks :D
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on January 10, 2013, 04:28:42 am
fixed a typo in the script
Title: Re: [XP][VX] Drago Inventory System
Post by: Kiwa on January 10, 2013, 07:23:08 am
You lovely little dragon.
Thanks :D

works great. im gonna toy around with it for a bit.

BTW
The site you have linked works fine and all but when i click on the source code link my firefox goes nuts and tries to block the source page.
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on February 01, 2013, 10:35:18 pm
*script updated*

now can be used with Item Art Color (http://forum.chaos-project.com/index.php/topic,8433.0.html)
Title: Re: [XP][VX] Drago Inventory System
Post by: syldocaine on February 02, 2013, 09:20:29 am
Works really good now

thx
Title: Re: [XP][VX] Drago Inventory System
Post by: cronoses on February 18, 2013, 09:43:07 pm
How would I go about expanding the text box for the description? :???: when I go into the item menu the text box over laps the other information and only uses up half of the window space across.
Title: Re: [XP][VX] Drago Inventory System
Post by: LiTTleDRAgo on February 19, 2013, 09:48:41 am
fixed bug in description box
Title: Re: [XP][VX] Drago Inventory System
Post by: cronoses on February 21, 2013, 12:10:21 am
You rock!  :haha:
Title: Re: [XP] Drago Inventory System
Post by: Kiwa on May 04, 2013, 03:18:51 pm
Hey there again drego!

So I added a new script a while back and just got to tuning it.
Im using the Multi-slot equipment script by Guillaume777.
Spoiler: ShowHide

you can find all 4 parts here page 5 posted by adytza001.
http://forum.chaos-project.com/index.php/topic,6784.msg173767.html#msg173767


So after I added in all the code no items show up at all in the bag/item list....none....nothing. not even the info. it even shows (for example) 0/5 slots open.
this code did add new armor types. I'm assuming this is the problem? i now have leggings, boots, cape ...blah blah blah.

even more curious tho.. is that if i buy more than my limit allotted i get the item separation screen to pick from bag/ discarded items.
in here.. ALL items show....icons, information, everything.
I really love the item system. the box slots, color, info stat box, the combination system.
I hope this can work with the multi slot system. (btw..will this work with RMX-OS just fine? I fully intend to make this all with RMX-OS.

Thanks as always drego!
Title: Re: [XP] Drago Inventory System
Post by: LiTTleDRAgo on May 06, 2013, 10:14:31 pm
I'll see what I can do, but I'm very busy in RL so I can't promise to solve your problem quickly

-----
edit 2 : It seems I didn't find any major problem for using this script with Guillaume777's multi slot

https://dl.dropboxusercontent.com/u/74796308/RMXP/Drago%20Inventory%20System%20%2B%20Multi-Slot.rar

I only did a minor edit in line 460 and set the EQ_COM to nil (because it can't equip all the sets from there)

Spoiler: ShowHide

  def update_item_values(type='Item')
    @sta_window['stat'].contents.clear
    add = type == 'Armor' ? (VX ? eval("Vocab.armor#{@item.kind + 1}") :
          $data_system.words.send("armor#{@item.kind + 1}")) : ''
    add = " -> #{add}" if type == 'Armor'

into


  def update_item_values(type='Item')
    @sta_window['stat'].contents.clear
    if defined?(G7_MS_MOD) && type == 'Armor' && @item.kind > 3
      add  = G7_MS_MOD::EXTRA_SLOT_NAMES[@item.kind-4]
    else
      add = type == 'Armor' ? (VX ? eval("Vocab.armor#{@item.kind + 1}") :
          $data_system.words.send("armor#{@item.kind + 1}")) : ''
    end
    add = " -> #{add}" if type == 'Armor'


can you provide more detailed information how and when you find that error?

about RMX-OS, unfortunately I still doesn't fully understand how RMX-OS works, I'm sorry I can't really help you in that aspect
(I don't think it will cause serious problem with RMX-OS though)
Title: Re: [XP] Drago Inventory System
Post by: Kiwa on May 07, 2013, 10:05:46 am
OK well I'll try my best to create the situation.


So my item box starts 0/5 nothing in it.

I go to the shop and buy 3 items. potion, helm, shield.. doesn't matter.

I check my Inv. still says 0/5

So i go to the shop and try to sell. i see all the items in the sell list.

I check my inventory...still 0/5

I hit enter to try to select the item i cant see.. no effect.

so...i buy MORE items.. over the limit..i buy a total of 7 items.

my inventory is set at a limit of 5...so of corse it will bring me to a select screen to trash items.

in this screen i can see all items.

I trash 2 items.  7-2=5

I now have 5 items.

I check my inv... still 0/5.

i included some images as well.


Here they are:

Spoiler: ShowHide

Buy items:
(http://i1281.photobucket.com/albums/a520/KiwakiwaR/P1_zpsf68b17ed.jpg) (http://s1281.photobucket.com/user/KiwakiwaR/media/P1_zpsf68b17ed.jpg.html)


Spoiler: ShowHide

Check inventory:
(http://i1281.photobucket.com/albums/a520/KiwakiwaR/P3_zpsebd0fba2.jpg) (http://s1281.photobucket.com/user/KiwakiwaR/media/P3_zpsebd0fba2.jpg.html)


Spoiler: ShowHide

Buy more items:
(http://i1281.photobucket.com/albums/a520/KiwakiwaR/P2_zps5aa17cd5.jpg) (http://s1281.photobucket.com/user/KiwakiwaR/media/P2_zps5aa17cd5.jpg.html)


Spoiler: ShowHide

Sell Items:
(http://i1281.photobucket.com/albums/a520/KiwakiwaR/p4_zps36c4c4f2.jpg) (http://s1281.photobucket.com/user/KiwakiwaR/media/p4_zps36c4c4f2.jpg.html)


Spoiler: ShowHide

Check inventory again:
(http://i1281.photobucket.com/albums/a520/KiwakiwaR/P3_zpsebd0fba2.jpg) (http://s1281.photobucket.com/user/KiwakiwaR/media/P3_zpsebd0fba2.jpg.html)



Hopefully i did all this right.. and really.. thanks a ton for always helping out. :D
Title: Re: [XP] Drago Inventory System
Post by: LiTTleDRAgo on May 07, 2013, 12:18:41 pm
it seems the problem is because your started actor id is not aluxes (ID1)
script fixed, hopefully your problem is solved
Title: Re: [XP] Drago Inventory System
Post by: Kiwa on May 08, 2013, 12:30:25 am
How in the heck did you figure that out? lol.

Also.. why did it only happen when I implemented that gear script? lol


Anyway..thanks a bundle.
your scripts are great!
I really love the icon format with the info box separate.
I'm planning to eventually overhaul the menu system using more of a similar style too. including the equip menu.

anyway.. Thanks again!
Title: Re: [XP] Drago Inventory System
Post by: LiTTleDRAgo on May 10, 2013, 11:42:07 pm
fixed a small glitch on number window
Title: Re: [XP] Drago Inventory System
Post by: Ceejay on July 31, 2013, 08:28:08 am
Hey Drago, really like the script, but I found a problem.

I was trying to Transfer items from the main character's inventory to another party member, and It did show the "how many" window, but when i confirmed, it didn't show the "who" window, it skipped it and the item was lost.

I'm just wondering why that is. I'm not sure if its a bug, but it's not going to look good when someone tries to use the feature in the game. And I'm not planning on removing it.
Title: Re: [XP] Drago Inventory System
Post by: LiTTleDRAgo on July 31, 2013, 10:27:17 am
that's weird, can't reproduce the bug
could you provide more details? (all your custom script, when the bug is occured, and who is in the party)
and if possible, screenshot

Note : just in case, I updating the script to 2.04, added support for XAS Ally
try redownloading the script
Title: Re: [XP] Drago Inventory System
Post by: Ceejay on July 31, 2013, 08:29:37 pm
Works now.

I was using the Demo Version of the script which was 2.02 not the one you posted (2.04)
Title: Re: [XP] Drago Inventory System
Post by: glad300 on August 02, 2013, 05:37:50 am
hi, I think my question is idiot (and maybe already asked i didnt read all the post) but ... how to equip an armor or a weapon from the item menu ???? when i select one i can : conbine, transfer, discard... and not equip !  :???:
I didnt find my answer in the script or on the website.
Thanks
Title: Re: [XP] Drago Inventory System
Post by: LiTTleDRAgo on August 02, 2013, 07:22:25 am
in the config you will see something like this


  GET_COMB         = "Get %2$s x %1$s"
  PARTY_INV        = "%s's Inventory"
  LOOT_INV         = "Discarded Item"
  USE_COM          = "Use"
  COMBINE_COM      = "Combine"     # Insert nil to disable permanently
  EQ_COM           = nil           # Insert nil to disable permanently
  TRANSFER_COM     = "Transfer"    # Insert nil to disable permanently
  UNEQUIP_COM      = "Unequip"
  UNEQUIPALL_COM   = "Unequip All"
  DIS_COM          = "Discard"
  CANCEL_COM       = "Cancel"


replace EQ_COM = nil into EQ_COM = "Equip" or whatever word you want, it will enable the equip
Title: Re: [XP] Drago Inventory System
Post by: Diamond Star on December 26, 2013, 05:06:21 pm
Hello!
I tried to download the script  many times but the external page doesn't open
I don't noww what the problem
I need this script necessarily please check it out.
Title: Re: [XP] Drago Inventory System
Post by: LiTTleDRAgo on December 26, 2013, 07:53:25 pm
you can get the script in this demo : *Link Removed* (#post_)
Title: Re: [XP] Drago Inventory System
Post by: Diamond Star on January 01, 2014, 06:56:05 pm
Thanks for Help   :)
Title: Re: [XP] Drago Inventory System
Post by: Zangetsu on December 23, 2014, 12:33:14 am
Okay I'm sorry for necroposting again, but I'm having problems with this script. I'm trying to enter it like this, putting most things as nil because I don't want them to be used:

Quote# STRING SECTION
 ITEM_WELCOME     = "Inventory"
 EQUIP_WELCOME    = "Press Shift button to Unequip"
 ASK_MANY         = nil
 GET_COMB         = nil
 PARTY_INV        = nil
 LOOT_INV         = nil
 USE_COM          = "Use"
 COMBINE_COM      = nil    # Insert nil to disable permanently
 EQ_COM           = nil           # Insert nil to disable permanently
 TRANSFER_COM     = nil  # Insert nil to disable permanently
 UNEQUIP_COM      = "Unequip"
 UNEQUIPALL_COM   = "Unequip All"
 DIS_COM          = nil
 CANCEL_COM       = "Cancel"
 FULL_INVENTORY   = nil
 ELEMENT_TOO_MANY = nil


Because I definitely only want a "Use" function and a "cancel" button in my inventory. The graphics are great and all, but the rest is unnecessary. Unfortunately when I set most of it to nil, I can't even access inventory.

Even when I disable "discard" because I absolutely cannot have it in my game, it tells me there's an error on Window_Command line 41 or something. How can I remove all these unnecessary options without giving my game trouble? If possible I would take to take out the option of "Discard" entirely, rather than just having it move back up to the "Use" option.

Thanks.
Title: Re: [XP] Drago Inventory System
Post by: LiTTleDRAgo on December 23, 2014, 05:19:11 am
option that didn't have note to disable means it can't be disabled

if you want to make an item to be nondiscarded, fill the item IDs in


  NONDISCARD = {0 => [23,24,25,50,51,52],   # item nondiscardable
                1 => [],                    # weapon nondiscardable
                2 => []}                    # armor nondiscardable


if you want to make all of them nondiscarded items, you can try this:


  NONDISCARD = {0 => (0..999).to_a,   # item nondiscardable
                1 => (0..999).to_a,   # weapon nondiscardable
                2 => (0..999).to_a}   # armor nondiscardable
Title: Re: [XP] Drago Inventory System
Post by: Zangetsu on December 23, 2014, 05:19:18 pm
Okay thank you.

But is there a way to "unbold" it so that it looks unselectable, or to remove the option entirely? Or it is just like this?

Again, thanks for the help :)