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[ACE] Item Inventory (Showing Full) for shop
I'm not sure how to go about this. I used Tuskhime "FP Inventory System" and was able to limit how many items are in my inventory at once and even looked at RPG Maker VX ACE default number of items and was able to make the correct change. But, when i filled my item inventory to its max and went to a shop to buy an item, it still allowed me to buy an item even though i had a full inventory. So, i would be buying an item for no reason, because the item would never be put in my inventory.
So, how would i go about having the shop know if my "Item Inventory" is full?
*I guess i would prefer FP inventory script to work with the item inventory being full, but I don't mind using the default RPG script if needed be. Whatever gives me more control and flexible to be honest.
Default RPG Maker script:
Tsukihime FP Inventory System: http://dl.dropboxusercontent.com/u/23043573/RPG%20Maker/RMVXA%20Scripts/Tsuki_Inventory_Plus.txt
I'm not sure how to go about this. I used Tuskhime "FP Inventory System" and was able to limit how many items are in my inventory at once and even looked at RPG Maker VX ACE default number of items and was able to make the correct change. But, when i filled my item inventory to its max and went to a shop to buy an item, it still allowed me to buy an item even though i had a full inventory. So, i would be buying an item for no reason, because the item would never be put in my inventory.
So, how would i go about having the shop know if my "Item Inventory" is full?
*I guess i would prefer FP inventory script to work with the item inventory being full, but I don't mind using the default RPG script if needed be. Whatever gives me more control and flexible to be honest.
Default RPG Maker script:
#==============================================================================# ** Window_ItemList#------------------------------------------------------------------------------# This window displays a list of party items on the item screen.#==============================================================================class Window_ItemList < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) super @category = :none @data = [] end #-------------------------------------------------------------------------- # * Set Category #-------------------------------------------------------------------------- def category=(category) return if @category == category @category = category refresh self.oy = 0 end #-------------------------------------------------------------------------- # * Get Digit Count #-------------------------------------------------------------------------- def col_max return 1 end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max @data ? @data.size : 1 end #-------------------------------------------------------------------------- # * Get Item #-------------------------------------------------------------------------- def item @data && index >= 0 ? @data[index] : nil end #-------------------------------------------------------------------------- # * Get Activation State of Selection Item #-------------------------------------------------------------------------- def current_item_enabled? enable?(@data[index]) end #-------------------------------------------------------------------------- # * Include in Item List? #-------------------------------------------------------------------------- def include?(item) case @category when :weapon item.is_a?(RPG::Item) && !item.key_item? || item.is_a?(RPG::Armor) when :key_item item.is_a?(RPG::Item) && item.key_item? end end #-------------------------------------------------------------------------- # * Display in Enabled State? #-------------------------------------------------------------------------- def enable?(item) $game_party.usable?(item) end #-------------------------------------------------------------------------- # * Create Item List #-------------------------------------------------------------------------- def make_item_list @data = $game_party.all_items.select {|item| include?(item) } @data.push(nil) if include?(nil) end #-------------------------------------------------------------------------- # * Restore Previous Selection Position #-------------------------------------------------------------------------- def select_last select(@data.index($game_party.last_item.object) || 0) end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] if item rect = item_rect(index) rect.width -= 4 draw_item_name(item, rect.x, rect.y, enable?(item)) draw_item_number(rect, item) end end #-------------------------------------------------------------------------- # * Draw Number of Items #-------------------------------------------------------------------------- def draw_item_number(rect, item) draw_text(rect, sprintf(":%2d", $game_party.item_number(item)), 2) end #-------------------------------------------------------------------------- # * Update Help Text #-------------------------------------------------------------------------- def update_help @help_window.set_item(item) end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh make_item_list create_contents draw_all_items endend
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